This isn't a map-level issue. It's the mod breaking a basic assumption of map scripting that wants to check if you've killed enemies, one that's used multiple times in the vanilla maps and probably others. Also I was curious why it was spawning in lots of serpents in Gibbet, it's a combination of:
- The script gets called for specific Afrits dying and checks if all of said Afrits are dead, if so ThingSpawn, there's 4 spots with the same TID.
- They will always be dead because ThingCount is broken so it spawns them for each killed Afrit.
- Normally enemies trying to spawn on top of each other get spawn-denied, this does not apply to the RandomSpawner, I'm not actually sure on why that is.
A more hilarious example of this occurs in
HexQuak5 early on past the emerald key door. The actual script is bogus trying 20 times to spawn things on 3 spawn points, again though, normally they'd be spawn-denied. I'll let the attachment speak to what happens for this.
EDIT: I did just try shifting the SpawnID over and that is more reliable, again with the downside of any ACS spawned monsters being only the standard-tier. I'll give it a proper playthrough tomorrow hopefully. Can someone with better knowledge of the ins-and-outs of Doom explain how (if) it works for inherited or replaced classes?
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Last edited by fakemai on Fri May 27, 2022 11:45 am, edited 1 time in total.