I have an issue. I have two variants of the IMP from doom and I do not want one to replace the other. I want both at once. I can easily add the monster, that's not the issue. What I want however, it DOOM II to randomly pick which version it will spawn in a hoard of them. Does this make sense? Sometimes it will spawn classic doom imp, next time it might spawn my custom imp. Any advice please? I think METADoom did this, but I'm not certain.
Thanks in advance.
Aesthetic randomising?
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Re: Aesthetic randomising?
ZDoom actually has a feature specifically meant for this - you want a RandomSpawner.
Code: Select all
ACTOR RollMeUpAnImp : RandomSpawner replaces DoomImp
{
DropItem "DoomImp2" // A new actor that does nothing but inherit from the original DoomImp.
DropItem "NewDoomImp" // Your new Imp actor.
}
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Re: Aesthetic randomising?
I think our OP wants to have, like, all of the imps be one or the other, but never a mix of them.
If this is on a per-level basis, it should be possible to set up an eventhandler that sets a level-scope(?) variable that each imp can read at postbeginplay, then spawn something else (or not) depending on the variable.
Even without ZScript you can even spawn a random number of invisible objects at (0,0) upon the map opening and the imps can wait 1 tic before checking to see how many of that object exists and spawn its alternate (or remain as is) accordingly.
If this is on a per-level basis, it should be possible to set up an eventhandler that sets a level-scope(?) variable that each imp can read at postbeginplay, then spawn something else (or not) depending on the variable.
Even without ZScript you can even spawn a random number of invisible objects at (0,0) upon the map opening and the imps can wait 1 tic before checking to see how many of that object exists and spawn its alternate (or remain as is) accordingly.