Code: Select all
Script 250 (void) // Plasma Gun
{
Thing_remove(250);
delay(10);
Thing_SpawnNoFog(10, T_CHAINGUY, 0, 402);
SetActorProperty(402, APROP_Health, (GetActorProperty(402, APROP_Health))*10);
delay(35*15);
Thing_SpawnNoFog(10, T_CHAINGUY, 0, 402);
SetActorProperty(402, APROP_Health, (GetActorProperty(402, APROP_Health))*10);
}
Code: Select all
Actor ZombieReplacerMod replaces Zombieman
{
var int user_Type;
Monster
+NONSHOOTABLE
-SHOOTABLE
+NOINTERACTION
-COUNTKILL
States
{
Spawn:
TNT1 A 0
Aliens:
TNT1 a 0 A_Jump(256,"Al01","Al02","Al03","Al04")
Al01: TNT1 A 0 A_SpawnItemEx("Alien1",0,0,0,0,0,0,0,SXF_TRANSFERTID|SXF_LOSETID|SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG) Goto End
Al02: TNT1 A 0 A_SpawnItemEx("Alien2",0,0,0,0,0,0,0,SXF_TRANSFERTID|SXF_LOSETID|SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG) Goto End
Al03: TNT1 A 0 A_SpawnItemEx("Alien3",0,0,0,0,0,0,0,SXF_TRANSFERTID|SXF_LOSETID|SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG) Goto End
Al04: TNT1 A 0 A_SpawnItemEx("Alien4",0,0,0,0,0,0,0,SXF_TRANSFERTID|SXF_LOSETID|SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG) Goto End
.....
I want to spawn the monster immediately with the TID, and have it's health changed instead of the spawner itself. I take it that'd be the best assurance method?