View Full Version : Waking monsters in a sector on map start
-Ki-
May 29th, 2004, 07:53 AM
just what the topic says.. I wanna know if it's posible at all to wake up monsters that are in a select sector when the map first starts..
or if theres any other way to make up monsters other then you're weapon fireing.
I wanna know this so I can do a bit of a trick in one of my maps.
Frades
May 29th, 2004, 09:35 AM
Just put the monsters facing towards the player or inside a sector that's joined with the one where the player stands when game starts.
-Ki-
May 29th, 2004, 08:46 PM
See the monsters are going to be in there own hidden sectors for that teleporting thing.. but there going to be placed in another part of the map (so there sounds thru the walls add an effect to the area) and I wanna know if they can eb woken up on start up..
Planky
May 29th, 2004, 10:02 PM
Has the fs command objawaken been added to legacy yet?
Frades
May 29th, 2004, 11:23 PM
See the monsters are going to be in there own hidden sectors for that teleporting thing.. but there going to be placed in another part of the map (so there sounds thru the walls add an effect to the area) and I wanna know if they can eb woken up on start up..
As i said, make a sector and have the player inside it. Then make another closed dummy-kinda sector outside of the map and put your monsters inside it. Then in doombuilder, highlight the sector where the player will stand in and then highlight the sector outside of the map where the monsters are in and find a command from the menu that says 'join sectors'. Now when you move your mouse over one of those sectors, the other should get highlighted too as they are actually one and the same sector. And if the player is inside one, the game thinks it's inside the other sector too that's far away from the actual map. then just make a teleport line over there in where the monsters are and they will wake up and walk over that line, teleporting to whereever you may need.
If that won't work, then make a shootable door/switch at the start of the map and all your problems are solved.
Exl
May 30th, 2004, 12:38 AM
Has the fs command objawaken been added to legacy yet?
It has now :)
-Ki-
May 30th, 2004, 01:02 AM
So there is away it can be done? do tell if there is.
CyberSpace
June 7th, 2004, 04:48 AM
I know this probably goes against gameplay moding, but I would like to see a feature called "Alert Monster" or something like that. If switched ON, all the monsters in the entire map would be pre-aware of your presence.
ToXiCFLUFF
June 7th, 2004, 05:00 AM
It has now :) Hmm? I thought it was for Hexen style dormant monsters anyway..... Doom monsters don't move without a target so how does this work, and in what way is it different from objtarget?
Exl
June 7th, 2004, 05:18 AM
It simply sets the monster's state to the seestate so it'll start moving around.
ToXiCFLUFF
June 7th, 2004, 06:13 AM
I see. So it chases the first player then?
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