View Full Version : Spawning Monsters...
i dont use iddqd
December 20th, 2005, 11:50 AM
ok.. i got an idea.. and i have read through the legacy wiki ... but cant puzzle out how to do this:
I want to make monsters spawn in a room, but when they spawn i want it to use the archviles fire effect sprite for the spawn -- instead of them just being there -- and also i want it to play a sound .. like persay the growl of the cyberdemon, or a demonic laugh... heh and also tag a red dynamic light to it.. so when they spawn -- the room turns red for a couple seconds -- kind of like putting doom 3 styles into classic doom.
edit: i think this would rock... like seriously ...
i know how to make a monster spawn with fs... but some of the fs tuts are non-existant... and well im not much of a coder...
ace
December 20th, 2005, 12:00 PM
Not sure how you would go about it, it sounds possible and all, but:
http://img413.imageshack.us/img413/8160/noname6ju.png
Dutch Devil
December 20th, 2005, 12:11 PM
You could replace the teleport sprites with the archvile fire sprites, and replace the teleport sound with cyber growl sound.
Im not much of an coder myself so I don't know how to make an entire room flash red for a few seconds :(
Aliotroph?
December 20th, 2005, 12:52 PM
Flashing a room red with dynamic lights would look fugly in the current Legacy. Doing it with coloured sectors is the way to go. They work by making a control sector outside the map and tagging one of its linedefs to the sector you want coloured. Then instead of putting a texture on the linedef you give it a colour value. It'll say how in the docs. To do all the spawning and flashing you'd use an FS script. I'm not sure if you can change sector colours on the fly though. I have some neat ideas if you can!
i dont use iddqd
December 20th, 2005, 01:55 PM
Flashing a room red with dynamic lights would look fugly in the current Legacy. Doing it with coloured sectors is the way to go. They work by making a control sector outside the map and tagging one of its linedefs to the sector you want coloured. Then instead of putting a texture on the linedef you give it a colour value. It'll say how in the docs. To do all the spawning and flashing you'd use an FS script. I'm not sure if you can change sector colours on the fly though. I have some neat ideas if you can!
nono... u know how the light producing sprites have a d-light attached to them right?
... im talking about having a dynamic red/orange light attatched to the archvile fire sprites... and then using that as the spawn-teleport -- i tried a little fs -- i had 4 sectors -- ok.. you walk over the line -- which causes an archvile to spawn behind you -- i tested this.. and when u use fs to spawn a monster.. it seems that it was just THERE .. no sounds.. no effects... no teleporter sprites.. i want to change this.. so when i spawn a monster into my map with FS .. it uses the archvile fire as a teleport sprite, but not replacing the real teleporter sprites... in other words -- im not trying to change the true light in the sector -- instead -- adding a dynamic light to the archvile sprite and then using that as a precursor to the actual spawn..
for example: you cross a linedef that makes the monsters spawn ... you hear the archvile fire sound... and when that sound/animation is over it spawns into the monster... so i think i might have to take the old sprites... and make a new animation set for all the monsters... (start with the first fire sprite -- and like warp the old sprites into the fire and blend it... so that it appears like the fire is solidifying into the monster... this would be hard... lol
i lost myself .. if this doesnt make sense.. well im sorry lol ask for a pm and ill try and explain further
+Acyclitor+
December 20th, 2005, 03:45 PM
you could do this in ACS without much trouble, as ZDoom has an arch-vile flame thing that burns then disappears. only thing you wouldn't be able to do is the dynamic light, the whole room would have to flash
so unless its not an option for you, you might consider using ZDoom for your idea instead.
i dont use iddqd
December 20th, 2005, 04:21 PM
how is it that you cant do this.. with the dynamic light... -- ya and i see what aliotroph? means by d-light looking like crizap in legacy right now... kind of like when you turn up the d-light radius in jdoom ... all the textures are like ... flat color... heh
woohoo off topic thing-- I GOT A NEW JOB!!! (its just fast food, but better than being unemployed)
g6672D
December 20th, 2005, 06:24 PM
You could silent teleport (no sound, no sparkle) the monsters and spawn Arch-Vile flames (they're a separate entity) where the spawn points are prior to teleporting. For the sound:
void startsound(mobj mo, string soundname);
Direct from the Legacy docs, simply pass a valid sound lump to soundname.
Cyberdemon wakeup = "CYBSIT"
Baron of Hell wakeup = "BRSSIT"
If you want the teleport sound, also add another startsound and pass it "TELEPT"
I hope this has been of help. :)
Danimetal
December 20th, 2005, 07:02 PM
You´d only have to check about the Arch-Vile flame... I guess it would work.
Now, there would be two ways of managing the monsters.
1) Create the monsters in a room apart and then teleport them into the place (you can use a silent teleport so there´s no fog or sound).
2) Spawn the monsters with FS.
Each way of managing the monsters would require of a different approach:
1) Take the number of the monsters directly from the editor. Place the teleport destinations and sector tags. Then script:
{
spawn(ARCHVILEFLAMEWHATEVER, x, y, z);
wait(10);
silentteleport(monsternumber, sectortag);
startsound(monsternumber, "SOUNDNAME");
}
2) Spawn the flame and monster with fs.
{
spawn(ARCHVILEFLAMEWHATEVER, x, y, z);
wait(10);
spawn(MONSTER, x, y, z);
startsound(monsternumber, "SOUNDNAME");
}
Remember that you can use your own custom sounds :D.
MR_ROCKET
December 20th, 2005, 07:25 PM
I made something like this once, was for a probably never release boss level called Chaos Theory.
Anyways the script was very similar to the above but with alot more in short random corona locations and repeating of the fire.
SPAWNFIRE = ARCHVILEFLAMEWHATEVER btw
Danimetal
December 20th, 2005, 07:30 PM
I am in fact using this Spawnfire thing in Against The Clock for when the player respawns after going into a death pit :)... It happens a lot that the full extent of things is not used but reading through docs and things you get to know a lot of tricks and features you can make interesting things with.
g6672D
December 20th, 2005, 08:49 PM
SPAWNFIRE = ARCHVILEFLAMEWHATEVER btw
That should be the other way around. Or SPAWNFIRE is actually ARCHVILEFLAMEWHATEVER. Sorry I just couldn't resist picking at that. :)
MR_ROCKET
December 20th, 2005, 10:05 PM
ahaha, well adding to danimetal's post it made since but now you'v got it all twisted around ! heh
Well to clear things up, use THINGS.H const # 29 ;)
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