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Different CastCalls for Different Maps?

PostPosted: Fri Jun 17, 2011 1:45 pm
by Enjay
If it is possible (and I think it is meant to be) how can I define more than one cast call and allocate them to different maps?

I have tried a few different combinations based around the following MAPINFO example. The example does not work but it shows the type of thing that I am trying to do. The cast calls themselves do work individually if I rename them to "Doom2Cast" and call them with next = EndGameC.

Code: Select allExpand view
//redefine 2 maps so that they are instantly recognisable as changed maps
//then give them a "next" of a custom cast call
map MAP01 "Test01"
{
   levelnum = 1
   music = d_romero
   sky1 = sky2
   next = TestCast1
}


map MAP02 "Test02"
{
   levelnum = 2
   music = d_evil
   sky1 = sky3
   next = TestCast2
}



//Define 2 custom cast calls


Intermission "TestCast1"
{
Cast
{
  CastClass = "DoomImp"
  CastName = "Test Imp"
  AttackSound = "Missile", 1, "misc/chat"
}
}


Intermission "TestCast2"
{
Cast
{
  CastClass = "Demon"
  CastName = "Test Demon"
  AttackSound = "Melee", 1, "misc/keytry"
}
}

Re: Different CastCalls for Different Maps?

PostPosted: Fri Jun 17, 2011 3:57 pm
by Graf Zahl
It's 'next = endsequence, TestCast1', not 'next = TestCast1'

Re: Different CastCalls for Different Maps?

PostPosted: Fri Jun 17, 2011 4:38 pm
by Enjay
Perfect, thank you very much.

And now, for anyone who wants it, here is a more fully featured test MAPINFO. Finish MAP01 to see one cast call. Warp to map02 and finish it to see the other one.

Code: Select allExpand view
map MAP01 "Test01"
{
   levelnum = 1
   music = d_romero
   sky1 = sky2
   next = endsequence, TestCast1
}


map MAP02 "Test02"
{
   levelnum = 2
   music = d_evil
   sky1 = sky3
   next = endsequence, TestCast2
}




Intermission "TestCast1"
{
Image
    {
    Background = "TITLEPIC"
    Time = -1
    Music = "D_DOOM"
}

Cast
    {
    CastClass = "DoomImp"
    CastName = "Test Imp"
    AttackSound = "Missile", 1, "misc/chat"
    }
   
Cast
    {
    CastClass = "DoomPlayer"
    CastName = "$CC_HERO"
    AttackSound = "Missile", 0, "weapons/sshotf"
    }
   
Link = TestCast1
}


Intermission "TestCast2"
{
Image
    {
    Background = "CREDIT"
    Time = -1
    Music = "D_STALKS"
    }

Cast
    {
    CastClass = "Demon"
    CastName = "Test Demon"
    AttackSound = "Melee", 1, "misc/keytry"
    }
   
Cast
    {
    CastClass = "Cyberdemon"
    CastName = "$CC_CYBER"
    AttackSound = "Missile", 1, "weapons/rocklf"
    AttackSound = "Missile", 3, "weapons/rocklf"
    AttackSound = "Missile", 5, "weapons/rocklf"
    }
   
Link = TestCast2
}

Re: Different CastCalls for Different Maps?

PostPosted: Fri Jun 17, 2011 4:40 pm
by NeuralStunner
If I may borrow your thread for a moment... Is it possible to call an intermission, then go to another map?

Re: Different CastCalls for Different Maps?

PostPosted: Sat May 12, 2012 6:27 pm
by Xaser
Major Bumpkins, because I've started tinkering with intermissions and have been wondering the same thing Neural has. The only examples I can find are of the endgame variety.

Re: Different CastCalls for Different Maps?

PostPosted: Sun May 13, 2012 1:29 am
by Gez
It is not possible at the moment.

Re: Different CastCalls for Different Maps?

PostPosted: Sun May 13, 2012 10:36 pm
by Xaser
Danm. :(

Is there a pending feature request for this or should I start one up so it's officially "on the record"?