Camaxide Posted July 27, 2015 What's the best way to make a custom actor spawn? I need it to spawn silent and to be able to spawn it repeated times. I use DB2 with UDMF for Doom - I modified some files to include the custom actor earlier, but this didn't seem to do the trick.. Oh, the item I have has its own custom spawn ID - which I try to use when spawning 0 Share this post Link to post
scifista42 Posted July 27, 2015 Use SpawnSpot, or a similar Spawn function from the table at the bottom of the wiki page. You put a classname as its argument, not spawn number. The function must be called from an ACS script, not from a linedef, though. 0 Share this post Link to post
Camaxide Posted July 27, 2015 Ah ok. I hoped there was a way allowing it to go without a script. But thanks anyway :) No way to simply add Spawn ID or actorname in UDMF format for a thing_Spawn? It seem so likely that it should work, just that I havent gotten it to by the usual ways.. Since Doom calls for ID's spanning up to 255 - and never using anything higher than 15x itself, it opens for up to 100 spawn-ID's to be tagged to new items and allow for execution if I just knew how to get the ID passed onto the editor :) 0 Share this post Link to post
scifista42 Posted July 27, 2015 Look here: http://zdoom.org/wiki/Actor_properties and find "Game" and "SpawnID". Yes, you can set them in DECORATE for custom actors. But it's unclean, as you're limited to values 1-255 that don't interfere with existing numbers. Read this: http://zdoom.org/wiki/Spawn_numbers 0 Share this post Link to post
Camaxide Posted July 27, 2015 Thanks a lot. I know many of the things can be done with some neat scripts. But I didnt want to wrap my head into all the code as I already have spent weeks on all the lines of code in my Decorate, SBAR and other files. But it seem it's the way I have to go with some things. I made it work now using the linedef to execute the Spawnspot you mentioned earlier. And it went a lot smoother than I'd expect it to.. Thanks a lot for the help - you should get a medal for all the effort on the forum ^^ I see you answer questions in lots of posts, its apreciated :) 0 Share this post Link to post
Gez Posted July 28, 2015 Camaxide said:Ah ok. I hoped there was a way allowing it to go without a script. But thanks anyway :) No way to simply add Spawn ID or actorname in UDMF format for a thing_Spawn? It seem so likely that it should work, just that I havent gotten it to by the usual ways.. Since Doom calls for ID's spanning up to 255 - and never using anything higher than 15x itself, it opens for up to 100 spawn-ID's to be tagged to new items and allow for execution if I just knew how to get the ID passed onto the editor :) Well, you can use line specials or actor specials to spawn stuff. Note how in UDMF you can use the arg1str argument to use a class name instead of a spawn number. http://zdoom.org/wiki/Thing_Spawn http://zdoom.org/wiki/Thing_SpawnFacing http://zdoom.org/wiki/Thing_SpawnNoFog http://zdoom.org/wiki/Thing_Projectile http://zdoom.org/wiki/Thing_ProjectileAimed http://zdoom.org/wiki/Thing_ProjectileGravity http://zdoom.org/wiki/Thing_ProjectileIntercept Also, in recent development builds, you can redefine spawn numbers in MAPINFO, without having to change the actors. http://zdoom.org/wiki/MAPINFO/Spawn_number_definition 0 Share this post Link to post
Camaxide Posted July 28, 2015 Hm, but the Arg1 is used for 'MapSpot Tag' .. Or am I mistaken what you mean by arg1str? I tried also to make a new property with that name and define but crashed DB2 this way - so seem not right. What you suggest seem like the perfect solution if I should solve it without a script - but I somehow get it wrong :) 0 Share this post Link to post