I have some code that relies on monsters respawning. The zscript revive method A_Respawn() fails if the monster can't spawn. In my case I do not want to allow telefrag.
So I've got a check that if the monster does not revive (still has < 1 health) then keep trying. What I'm having trouble with is if the original spawn position is no longer valid. Say... it was in a sector that closed up or somehow a solid actor (like a decoration) ended up in that space. In that case I want to try a number of times, move the actor, and try again.
The problem I have is that I can't seem to move the spawn position. I think it is storing the original spawn location in some kind of "special" data block.
Is there a way to move a dead monster so that A_Respawn() will place them in that new location instead of their original spawn?
My plan is to try all of the player starts and deathmatch starts, which should be way harder to permanently block.
Move Monster if Monster Respawn Fails
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)