Multiple Item drops
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Multiple Item drops
In the Wiki it says that you can have an unlimited amount of dropitem entries for an actor.
I've tried this in DECORATE for my own monster but i can't seem to get it to drop more than one item. Instead, when i have more than one, I keep getting error messages when I start zdoom.
I've tried this in DECORATE for my own monster but i can't seem to get it to drop more than one item. Instead, when i have more than one, I keep getting error messages when I start zdoom.
- Cutmanmike
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Make sure you make it like this:
Code: Select all
Dropitem Megasphere
Dropitem DoomImp
Dropitem Blood
etc
- wildweasel
- Posts: 21706
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In your DECORATE lump, in the monster's death state, after you've placed the A_NoBlocking codepointer, add the appropriate delays for the first dropped monster to get out of the way, then add an A_CustomMissile. Example, if you're wanting to make an explosive barrel drop a Doom Imp:
This makes the actor wait a whole second before spawning the Doom Imp.
Code: Select all
Death:
NULL Z 1 A_NoBlocking
NULL Z 35
NULL Z 1 A_CustomMissile("DoomImp", 0, 0, 0)
Stop
Basically I'm trying to make a baron of hell that spawns two more of itself when it dies.
This is what I have so far;
Which areas of the death state do I change.
This is what I have so far;
Code: Select all
ACTOR SpawnerBaron : BaronOfHell 20607
{
Obituary "%o was outnumbered by the spawner baron."
DropItem SpawnerBaron
DropItem SpawnerBaron
States
{
Death:
BOSS I 8
BOSS J 8 A_Scream
BOSS K 8
BOSS L 8 A_NoBlocking
BOSS MN 8
BOSS O -1 A_BossDeath
Stop
}
}
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
You can't do it that easily. Spawning one new monster is no problem but for the second one to spawn the first one has to move out of the way first. Movement is somewhat random and depends on many factors so it is impossible to tell how long it will take. In your case a script is the only option. The script is executed upon the monster's death and can try to spawn the new monsters in place until both are there.
Anyway, what's a monster worth that replicates endlessly?
Anyway, what's a monster worth that replicates endlessly?
- Cutmanmike
- Posts: 11354
- Joined: Mon Oct 06, 2003 3:41 pm
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What I'm trying to end up with is a monster that keeps spawning more of itself unless you kill it with the correct weapon. If killed with the correct weapon, then the monster won't spawn any more of itself when it dies.
I just haven't got to this part yet.
I just haven't got to this part yet.
If your talking about ACS then I don't know how I'm going to do that seeing as the ACS program is in DOS and I can't get it to run on my machine.In your case a script is the only option.
- TheDarkArchon
- Posts: 7656
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- Location: Some cold place
IT's easy with no scripts involved. Use DeHackEd to give the projectile of the weapon you need to use to kill the barons the FIREDAMAGE flag. Then you change your DECORATE to this:
Easy.
Code: Select all
ACTOR SpawnerBaron : BaronOfHell 20607
{
Obituary "%o was outnumbered by the spawner baron."
States
{
Death:
BOSS I 8
BOSS J 8 A_Scream
BOSS K 8
BOSS L 0 A_CustomMissile ("SpawnerBaron", 32, 0, 24)
BOSS L 0 A_CustomMissile ("SpawnerBaron", 32, 0, -24)
BOSS L 8 A_NoBlocking
BOSS MN 8
BOSS O -1 A_BossDeath
Stop
Burn:
BOSS I 8
BOSS J 8 A_Scream
BOSS K 8
BOSS L 8 A_NoBlocking
BOSS MN 8
BOSS O -1 A_BossDeath
Stop
}
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
A_CustomMissile is not the best way to spawn monsters. Depending on the scenario they can get easily stuck or not be spawned at all. To do this reliably the only real way to achieve it is to execute a script that can perfectly control that exactly 2 copies are spawned from it. Why use dirty hacks if it can be done cleanly?
Man... I treid to make a Zombie that keeps geeting up after death until you splatter him with rockets or such, It was back in .63a, but I couldn't get it to work properly. Because you really didn't need rockets to kiil it. You just shot it, and stood on it for some time. After a 7 second delay (or so), when the moster is about to get up, it was just killed by the player standing above him, and didn't come back.