I'm having a bit of trouble with getting this to work efficiantly. I have a room where 3 zombies teleport in, and this happens because I have a hidden room to the right with a small enough gap for the zombies to see you through, and when they do, they move forward over a linedef that sends them to the room destination. However, this works fine but is not suitable for a later room that's meant to have a similar effect. I'm thinking ACS might be able to solve the issue but I'm not an expert in ACS yet. I'm much much better but by no means an expert.
For this second room I need the zombies to teleport in from a far off "invisible" room, not included as part of the deplorable map. But I want them to teleport in without being "woken up".
Ie; a far off room contains 6 zombies. They are set to "ambush player" so essentially they are deaf or even dormant. No guns or sounds will alert them into a chase state. They have to see you. I need a trigger script that will cause them to teleport into a room IN that deaf/inactive state and only wake up when you re-enter the teleport destination later on in the level.
Does any one have an example script doing the kind of thing this explains? Or any idea how I can put something like this together?
Thanks in advance.
Monsters teleport into room.
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Re: Monsters teleport into room.
I happened to do something like that in a map for a "community" project back in May. I had a Cyberdemon in a small room closed off from the rest of the map that I wanted to teleport into a room upon a switch getting pressed. Ultimately, how I ended up doing it was with the TeleportOther ACS function.
Here's a sample of the script I used:
You'll obviously want to give the monsters you wish to teleport their own tags, as well as their respective target map spots.
Hope this helps.
Here's a sample of the script I used:
Code: Select all
script 6 (void)
{
Door_Raise(39,16,0,0);
TeleportOther(47,40,1); // 47 is the Cybie's tag, 40 is the tag of the target map spot.
}
Hope this helps.