Code: Select all
//Example
ACTOR CheatSpawner : RandomSpawner replaces Stimpak, replaces Medikit, replaces HealthBonus
{
DropItem "Megasphere"
DropItem "InvulnerabilitySphere"
}
Moderator: GZDoom Developers
Code: Select all
//Example
ACTOR CheatSpawner : RandomSpawner replaces Stimpak, replaces Medikit, replaces HealthBonus
{
DropItem "Megasphere"
DropItem "InvulnerabilitySphere"
}
Darn. But, thank ya for pointing it out.Gez wrote:No, each actor can only have one "replaces".
This is what I was technically already doing. But I wanted to see if what I was suggesting would be possible just so I could cut down on code.Gez wrote:It is also possible to have identical but separate randomspawners replacing each of these items. e.g. CheatSpawner1 : RandomSpawner replaces Stimpack; CheatSpawner2 : RandomSpawner replaces Medikit; and so on.
So for this, just to clairfy, it would only work if I am in GZDoom Builder and not just automatically replace the assets with my own when I load a game with my mod?Gez wrote:You can, however, use the MAPINFO allocation of editor numbers to replace actors by another without using the replaces keyword. (Then it will obviously only work for things that are placed in the map editor; not things that are spawned during the game, but that's not too much of a problem because vanilla/limit-removing/Boom maps never spawn map things in-game besides ammo dropped by zombies and monsters spawned by the icon of sin.)