Code: Select all
actor MySpawnShot : SpawnShot replaces SpawnShot
{
SeeSound "new/sight"
DeathSound "new/death"
DropItem "SpecializedDropActor"
States
{
Spawn:
BOSF A 3
BOSF BCD 3 A_SpawnFly
Loop
}
}
Moderator: GZDoom Developers
Code: Select all
actor MySpawnShot : SpawnShot replaces SpawnShot
{
SeeSound "new/sight"
DeathSound "new/death"
DropItem "SpecializedDropActor"
States
{
Spawn:
BOSF A 3
BOSF BCD 3 A_SpawnFly
Loop
}
}
The SNDINFO is as follows: (roughly)Dan_The_Noob wrote:maybe check your SNDINFO is correct, because this code seems ok.
Code: Select all
new/death dssound // assume it's a sound that definitely exists in the files
No dice. Still plays the teleportation sound effect. I've also tried before to add animations or things to the SpawnShot's death, and it ignores anything I put in it anyway.Dan_The_Noob wrote:maybe jus create a dummy death state to see if that fixes it?
the teleport effect is likely from the A_SpawnFly thing in SpawnShot.Death Egg wrote:No dice. Still plays the teleportation sound effect. I've also tried before to add animations or things to the SpawnShot's death, and it ignores anything I put in it anyway.Dan_The_Noob wrote:maybe jus create a dummy death state to see if that fixes it?
This solved all but one issue: A_SpawnFly automatically could detect and destroy the SpawnShot when it reached the target object, but since I've rewritten it it'll overshoot and hit whatever is solid. This is fine sometimes, but when the thing it hits is a wall or a floor at the wrong angle, the monster won't spawn because it would spawn directly in level geometry. How would I detect when it's reached the target, or failing that, at least ensure the monster gets spawned correctly?Dan_The_Noob wrote:the teleport effect is likely from the A_SpawnFly thing in SpawnShot.Death Egg wrote:No dice. Still plays the teleportation sound effect. I've also tried before to add animations or things to the SpawnShot's death, and it ignores anything I put in it anyway.Dan_The_Noob wrote:maybe jus create a dummy death state to see if that fixes it?
probably easier to make your own spawn function in the death state OR make a custom FogActor for it to use instead of the teleport one.