Demon_XIV Posted August 23, 2015 is there a way to disable monsters from respawning on Hexen? I use the gzdoom source port so i tried disabling it through the "Gameplay options" but it doesn't work :\ suggestions anyone? 0 Share this post Link to post
Gez Posted August 23, 2015 Demon_XIV said:is there a way to disable monsters from respawning on Hexen? I use the gzdoom source port so i tried disabling it through the "Gameplay options" but it doesn't work :\ suggestions anyone? They are spawned by scripts. Something you could do would be to load a small mod with a script 255 that does nothing. Though this will break the endgame map with Korax... 0 Share this post Link to post
Demon_XIV Posted August 23, 2015 Gez said:They are spawned by scripts. Something you could do would be to load a small mod with a script 255 that does nothing. Though this will break the endgame map with Korax... I'm playing Death kings of the dark citadel which (i think) does not include Korax... Anyway, i cant seem to find such a mod... is it possible to somehow do it with slade or doom builder? 0 Share this post Link to post
snapshot Posted August 23, 2015 Demon_XIV said:i cant seem to find such a mod... is it possible to somehow do it with slade? script 255 OPEN { } 0 Share this post Link to post
Demon_XIV Posted August 23, 2015 DMGUYDZ64 said:script 255 OPEN { } but which of the editors should i use? can anyone guide me through this? 0 Share this post Link to post
snapshot Posted August 23, 2015 Demon_XIV said:but which of the editors should i use? can anyone guide me through this? If you're gonna make a zdoom addon out of this, use slade to create a new zip then : 1 - Create a folder and call it acs 2 - Create a lump in that folder . 3 - Right click the lump you just created and click on edit as text . 4 - Change the language to ZDoom ACS . 5 - Write (#include zcommon.acs) in the first line . 6 - Paste that script after that line . 7 - Click on compile acs to compile it , if this is your first time compiling you're going to need latest ACC Compiler. 8 - Go back to the main Zip directory and create a lump call it "LOADACS" 9 - Write the lump name for the Script you just created and save. 10 - Save that Zip as PK3 and load it . 0 Share this post Link to post
Demon_XIV Posted August 23, 2015 DMGUYDZ64 said:If you're gonna make a zdoom addon out of this, use slade to create a new zip then : 1 - Create a folder and call it acs 2 - Create a lump in that folder . 3 - Right click the lump you just created and click on edit as text . 4 - Change the language to ZDoom ACS . 5 - Write (#include zcommon.acs) in the first line . 6 - Paste that script after that line . 7 - Click on compile acs to compile it , if this is your first time compiling you're going to need latest ACC Compiler. 8 - Go back to the main Zip directory and create a lump call it "LOADACS" 9 - Write the lump name for the Script you just created and save. 10 - Save that Zip as PK3 and load it . =\ what is a lump? i guess i have much to learn... 0 Share this post Link to post
snapshot Posted August 23, 2015 Demon_XIV said:=\ what is a lump? i guess i have much to learn... Create a lump this way 0 Share this post Link to post