Decorate created monsters with existing identifiers?

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enderkevin13
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Decorate created monsters with existing identifiers?

Post by enderkevin13 »

I was curious if I could give an enemy like the ST dark imp the T_IMP identifier? Or does it do that when I inherit from the DoomImp?
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edward850
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Re: Decorate created monsters with existing identifiers?

Post by edward850 »

T_IMP and other "identifiers" as you call them are actually just defined [wiki=Spawn_number]Spawn numbers[/wiki]. Including zcommon.acs expressly defines T_IMP as 5, for example. You don't need spawn numbers anymore.
And no, they aren't inherited for sanity reasons.
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The Zombie Killer
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Re: Decorate created monsters with existing identifiers?

Post by The Zombie Killer »

To add to edward's answer, the only real use (that I know of) for spawn numbers anymore is for actors that you want to place in maps.
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Re: Decorate created monsters with existing identifiers?

Post by edward850 »

That's Editor Numbers, not Hexen Spawn IDs. The wiki page explained this. ;)
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Graf Zahl
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Re: Decorate created monsters with existing identifiers?

Post by Graf Zahl »

edward850 wrote: And no, they aren't inherited for sanity reasons.
No, not sanity but usability. It makes no sense to inherit identifiers that are supposed to be unique.

Oh, and I strongly propose to keep those identifier properties out of DoomScript and let it exclusively rely on MAPINFO for setting them. In DECORATE it's too late to do that, unfortunately.
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The Zombie Killer
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Re: Decorate created monsters with existing identifiers?

Post by The Zombie Killer »

edward850 wrote:That's Editor Numbers, not Hexen Spawn IDs. The wiki page explained this. ;)
There was a difference? Heh, never knew
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enderkevin13
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Re: Decorate created monsters with existing identifiers?

Post by enderkevin13 »

Basically here's what I wanna do to be more specific.

I wanna make it where if a hectebus spawns in on MAP07, you'd have to kill those as well for the walls to lower and reveal the arachnotrons.
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Re: Decorate created monsters with existing identifiers?

Post by Blue Shadow »

If you're using [wiki=Classes:RandomSpawner]RandomSpawner[/wiki] to spawn either the mancubus or hectebus, then that's all you need. Here is a working example:

Code: Select all

ACTOR FatsoL : Fatso {}

ACTOR FatsoRep : RandomSpawner replaces Fatso
{
    DropItem "Demon"
    DropItem "FatsoL"
}
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enderkevin13
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Re: Decorate created monsters with existing identifiers?

Post by enderkevin13 »

Blue Shadow wrote:If you're using [wiki=Classes:RandomSpawner]RandomSpawner[/wiki] to spawn either the mancubus or hectebus, then that's all you need. Here is a working example:

Code: Select all

ACTOR FatsoL : Fatso {}

ACTOR FatsoRep : RandomSpawner replaces Fatso
{
    DropItem "Demon"
    DropItem "FatsoL"
} 
Won't I have to make a clone of each enemy then?
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Re: Decorate created monsters with existing identifiers?

Post by Blue Shadow »

If you're going about it like the above example, then yes, you need to make a copy of the replaced monster. The third example on the RandomSpawner page explains why.
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