DooMBoy Posted August 21, 2002 Can someone tell me exactly how to do it? Every time I try to do it, I always winding up spawning enemies that I didn't want spawned. 0 Share this post Link to post
Ichor Posted August 21, 2002 Use the command: Thing_Spawn(#1, #2, #3); #1 - The spot where you want the thing spawned #2 - The type of thing, or TID, you want spawned #3 - The direction it's facing when it's spawned (doesn't matter when it's an item, decoration, etc.) Now, to get the monster you want, you need to find the right number to put into #2. I'm sure there's a list somewhere, or you could just experiment for a bit. 0 Share this post Link to post
Ichor Posted August 21, 2002 Ok, I found a list of all the things (not just enemies) you can spawn. 0 T_NONE 1 T_SHOTGUY 2 T_CHAINGUY 3 T_BARON 4 T_ZOMBIE 5 T_IMP 6 T_ARACHNOTRON 7 T_SPIDERMASTERMIND 8 T_DEMON 9 T_SPECTRE 10 T_IMPFIREBALL 11 T_CLIP 12 T_SHELLS 19 T_CACODEMON 20 T_REVENANT 21 T_BRIDGE 22 T_ARMORBONUS 23 T_STIMPACK 24 T_MEDKIT 25 T_SOULSPHERE 27 T_SHOTGUN 28 T_CHAINGUN 29 T_ROCKETLAUNCHER 30 T_PLASMAGUN 31 T_BFG 32 T_CHAINSAW 33 T_SUPERSHOTGUN 51 T_PLASMABOLT 53 T_TRACER 68 T_GREENARMOR 69 T_BLUEARMOR 75 T_CELL 85 T_BLUEKEYCARD 86 T_REDKEYCARD 87 T_YELLOWKEYCARD 88 T_YELLOWSKULLKEY 89 T_REDSKULLKEY 90 T_BLUESKULLKEY 98 T_TEMPLARGEFLAME 100 T_STEALTHBARON 101 T_STEALTHKNIGHT 102 T_STEALTHZOMBIE 103 T_STEALTHSHOTGUY 110 T_LOSTSOUL 111 T_VILE 112 T_MANCUBUS 113 T_HELLKNIGHT 114 T_CYBERDEMON 115 T_PAINELEMENTAL 116 T_WOLFSS 117 T_STEALTHARACHNOTRON 118 T_STEALTHVILE 119 T_STEALTHCACODEMON 120 T_STEALTHCHAINGUY 121 T_STEALTHSERGEANT 122 T_STEALTHIMP 123 T_STEALTHMANCUBUS 124 T_STEALTHREVENANT 125 T_BARREL 126 T_MANCUBUSSHOT 127 T_ROCKET 128 T_BFGSHOT 129 T_ARACHNOTRONPLASMA 130 T_BLOOD 131 T_PUFF 132 T_MEGASPHERE 133 T_INVULNERABILITY 134 T_BERSERK 135 T_INVISIBILITY 136 T_IRONFEET 137 T_COMPUTERMAP 138 T_LIGHTAMP 139 T_AMMOBOX 140 T_ROCKETAMMO 141 T_ROCKETBOX 142 T_BATTERY 143 T_SHELLBOX 144 T_BACKPACK 145 T_GUTS 146 T_BLOODPOOL 147 T_BLOODPOOL1 148 T_BLOODPOOL2 149 T_FLAMINGBARREL 150 T_BRAINS 0 Share this post Link to post
DooMBoy Posted August 21, 2002 Whoa, that is quite some list! Thanks, man. :) 0 Share this post Link to post
GooberMan Posted August 21, 2002 Every spawnable thing is described in the ZDoom reference and the #include .acs files you include every time you compile a script... big case of RTFM here DooMBoy... 0 Share this post Link to post
Biffy Posted August 21, 2002 New Zdoom is coming out (I think) which also uses the SpawnSpot command, similar to Thing_Spawn, except you can also assign the spawned thing a TID (thing ID, a tag number). In addition, that command can be used to call things from Heretic and Hexen into Doom, as long as the graphics and sounds are there to support it. spawnspot ("Mace", 157, 177, 0); This spawns a Heretic Mace at map spot 157, assigning it the tag 177, facing angle 0 (no matter for this item, it looks the same from any direction). 0 Share this post Link to post
The Ultimate DooMer Posted August 21, 2002 If you don't want the teleporter fog to appear, use Thing_SpawnNoFog instead. But in all cases, make sure you have a map spot with a tag at the place you want to spawn it, and that the first argument is the tag of that map spot. 0 Share this post Link to post
boris Posted August 21, 2002 I think spawning things with a TID does already work with ThingSpawn. 0 Share this post Link to post
Biffy Posted August 21, 2002 You're right, Tarin. It's the last argument... Thing_SpawnNoFog (33, T_ARACHNOTRON, 64, 124); Arachnotron at map spot 33, facing north, assigned the tag 124, spawning silently (without teleport fog). 0 Share this post Link to post
Use Posted August 22, 2002 i can't seem to get an enemy to spawn when a line is crossed. the monster spawn command is in the script, cause some doors open at the same time. the doors go off, but the monster never appears. help! 0 Share this post Link to post
DooMBoy Posted August 22, 2002 You need to put a mapspot with a thing id ine the part of the level where you want the monsters to spawn at. 0 Share this post Link to post
Use Posted August 22, 2002 DooMBoy said:You need to put a mapspot with a thing id ine the part of the level where you want the monsters to spawn at. yup, did that. the mapspot has a tag of 28, and i know it works, cause i spawned some radsuits there with a swtich. but i can't seem to spawn a monster to that spot from the script. more help! 0 Share this post Link to post
Enjay Posted August 22, 2002 Have you checked that there is enough room for your monster to appear? I have found that spawnspot is sensitive to making sure there is enough room. If the mapspot is too close to a wall, or the sector isn't tall enough, nothing spawns. Thing_spawn may be similar (don't remember, and can't check ATM). Oh and BTW, as well as spawnspot, the next Zdoom will have a spawn command that allows you to use coordinates as arguments, rather than using a mapspot to spawn an item. spawnspot and spawn are not working in b33, but as Biffy said, the real beauty of them is that ANY actor can be spawned by them, not just the items in the spawnables list (ie the more limited list of ones that work with Thing_spawn). OK, it is pointless to spawn a few of the actors (eg projectiles stay stationary, glass shards just wiggle on the floor etc) but it means all the various pillars and scenery items, as well as monsters from Doom, Heretic or Hexen can be called into any of those 3 games using a script (again as Biffy says, provided you have put resources to support them into a WAD). 0 Share this post Link to post