Attaching a script activator to a spawned 'thing'
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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!)
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Attaching a script activator to a spawned 'thing'
I've been having a bit of trouble with this... not even sure if it's a possibility or not. I need a monster to spawn in after a trigger activates it in ACS. But I need that monster to have ANOTHER ACS script attached to it so when it dies it triggers another event. I have no problem doing this with normal monsters but ones spawned in through MAPSPOTS seem to be a different thing entirely. Is it possible? Any advice?
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Re: Attaching a script activator to a spawned 'thing'
Most, if not all, spawn functions in ACS allow you to give a TID to the spawned thing. With the TID in hand, you can then call SetThingSpecial to assign the action special you want to the spawned thing.
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Re: Attaching a script activator to a spawned 'thing'
Ahhhhhh I see. Thats pretty clever. Ok I'll be trying this out later today.