[Solved] Funny thing with thing_spawn (bug ?)

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wereabbit
Posts: 53
Joined: Thu Mar 13, 2008 5:18 am

[Solved] Funny thing with thing_spawn (bug ?)

Post by wereabbit »

First, sorry if my post is in the wrong category, i don't where to post it.
I have a funny and annoying problem with thing_spawn.

I have two scripts
The first ;

Code: Select all

Script 6 (void)
{
   door++;
   if(door==2){
	Print(s:"\c[Green]Sequence completed !");
	//FloorAndCeiling_RaiseByValue (48, 2, 64);
	ACS_Execute (62, 5);
   }
   else
   {
      Print(s:"\c[Green]Only one more to go...");
   }
}
and the second (the funny part)

Code: Select all

script 62 (void)
{

	Thing_Spawn (100, 110, 255, 50);


}
The result, the lost souls drops imp balls

I try with other things, same result.
So what can i do to spawn a thing without the imps ball.
And, how can i replace the imps ball by rokets... for example.

Thx
Last edited by wereabbit on Mon Jul 22, 2019 6:52 am, edited 1 time in total.
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Void Weaver
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Re: Funny thing with thing_spawn (bug ?)

Post by Void Weaver »

Funny.
Are you have a some custom decorate\zscript definition of lostsoul actor OR a some MAPINFO definitions?
wereabbit
Posts: 53
Joined: Thu Mar 13, 2008 5:18 am

Re: Funny thing with thing_spawn (bug ?)

Post by wereabbit »

Void Weaver wrote:Funny.
Are you have a some custom decorate\zscript definition of lostsoul actor OR a some MAPINFO definitions?
No
Here the mapinfo of my map :
Spoiler:
As you can see, it's basic.

I try a new test with a new thing : Cacodemon
When dead, they continue to spawn imps ball.

It's look like the spawned things have turned into map spot. :shock:
_mental_
 
 
Posts: 3820
Joined: Sun Aug 07, 2011 4:32 am

Re: Funny thing with thing_spawn (bug ?)

Post by _mental_ »

Apparently, something is wrong on your side. If you want someone to take a look, post a minimal runnable sample.
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49234
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Location: Germany

Re: Funny thing with thing_spawn (bug ?)

Post by Graf Zahl »

There's nothing wrong here, just a case of incomplete information given.
The Thing_Spawn command gives these actors a Tid of 50, and apparently somewhere else another script tries to spawn DoomImpBalls on Tid 50.
wereabbit
Posts: 53
Joined: Thu Mar 13, 2008 5:18 am

Re: [Solved] Funny thing with thing_spawn (bug ?)

Post by wereabbit »

Graf Zahl wrote: The Thing_Spawn command gives these actors a Tid of 50, and apparently somewhere else another script tries to spawn DoomImpBalls on Tid 50.
Yes !! That was the problem.
Works fine now ^^

Thx
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