BadCompany Posted October 24, 2009 Hi... I work on a Monster Spawner, but I didn't know, how the random generator does it. For a example, I would more "IWarlord666" spawning. How I can do it? Here a piece from DECORATE: ACTOR MonsterDropper { Radius 4 Height 8 Speed 10 Scale 0.7 +NOTARGET +FRIENDLY PROJECTILE +FLOORCLIP States { Spawn: BOSF ABCD 4 Loop Death: TNT1 A 0 FIRE A 2 A_PlaySound("weapons/monspwnx") FIRE BC 2 TNT1 A 0 A_Jump(43, 7) TNT1 A 0 A_Jump(43, 8) TNT1 A 0 A_Jump(43, 9) TNT1 A 0 A_Jump(43, 10) TNT1 A 0 A_Jump(43, 11) TNT1 A 0 A_Jump(43, 12) TNT1 A 0 A_Jump(255, 9) GRNE A 0 A_SpawnItem("FireWyvern2",1,0,0) TNT1 A 0 A_Jump(255, 10) GRNE L 0 A_SpawnItem("TorturedSoul2",1,0,0) TNT1 A 0 A_Jump(255, 6) GRNE L 0 A_SpawnItem("SImp2",1,0,0) TNT1 A 0 A_Jump(255, 4) GRNE L 0 A_SpawnItem("IWarlord666",1,0,0) TNT1 A 0 A_Jump(255, 2) GRNE L 0 A_SpawnItem("StoneImp2",1,0,0) FIRE DEFGH 2 TNT1 A -1 Stop } } Thanks for incoming help. ;-) 0 Share this post Link to post
Gez Posted October 24, 2009 Don't bother reinventing the wheel and use a custom BossEye:ACTOR MonsterSpawner : BossEye replaces BossEye { DropItem "FireWyvern2" DropItem "TorturedSoul2" DropItem "SImp2" DropItem "IWarlord666", 255, 30 DropItem "StoneImp2" }That's just an example.The IWarlord666 is 30 more likely to spawn than any of the other actors (it'll appear on average 30 out of 34 times, while each other will appear only 1 out of 34 times). Learn to use both that and the very similar RandomSpawners, they've been created to simplify a lot this kind of things. If you're not modding for Skulltag, you might want to put the DropItem list in a replacement for SpawnShot instead. (Skulltag 98a, which will be released tomorrow, will support custom BossEyes and RandomSpawners, however it will not support custom SpawnShots as it's a more recent ZDoom improvement.) 0 Share this post Link to post
BadCompany Posted December 4, 2009 But I want using for a player weapon "MonsterDropper"! 0 Share this post Link to post
BadCompany Posted December 4, 2009 Ehm...I play now a stupid man... ;-) How? Where I take randomspawner to decorate whit all monsters? 0 Share this post Link to post
Gez Posted December 4, 2009 ACTOR MonsterSpawner : RandomSpawner { DropItem "FireWyvern2" DropItem "TorturedSoul2" DropItem "SImp2" DropItem "IWarlord666", 255, 30 DropItem "StoneImp2" } ACTOR MonsterDropper { Radius 4 Height 8 Speed 10 Scale 0.7 +NOTARGET +FRIENDLY +FLOORCLIP Projectile States { Spawn: BOSF ABCD 4 Loop Death: FIRE A 2 A_PlaySound("weapons/monspwnx") FIRE BC 2 FIRE D 2 A_SpawnItem("MonsterSpawner",1,0,0) FIRE EFGH 2 Stop } } 0 Share this post Link to post
BadCompany Posted December 5, 2009 Oh...very, very thanks! :-D You are nice. 0 Share this post Link to post
BadCompany Posted December 5, 2009 Ohh...The Load Screen Check says it`s a error: "RandomSpawner" hasn't parent type. 0 Share this post Link to post