I played a UDMF map that has a rocket launcher which counts as a secret upon pickup. I then played the map again with a mod that replaces the Rocketlauncher with a RandomSpawner. Neither of the mod's dropped/spawned replacements inherit the Rocketlauncher's 'Count as Secret' flag, so I'm unable to finish the map with 100% secrets. The spawner looks like this:
Code: Select all
Actor RocketReplacer : RandomSpawner replaces Rocketlauncher
{
DropItem "Rocketlauncher1" 255 10 //to avoid a recursion
DropItem "STGrenadelauncher" 255 3
}
Is there a way to work around this, or does the RandomSpawner itself have to be replaced with a custom made spawner which uses A_Jump and A_SpawnItemEX in its spawn state?
So it looks like this:
Code: Select all
Actor RocketLauncherSpawner replaces RocketLauncher
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump (255,1,2)
TNT1 A 1 A_SpawnItemEX ("RocketLauncher1", 0, 0, 0, 0, 0, 0, 0, 0, 0, tid)
Goto Death
TNT1 A 1 A_SpawnItemEX ("STGrenadeLauncher", 0, 0, 0, 0, 0, 0, 0, 0, 0, tid)
}
}
Thanks in advance.