Death triggering spawning
Posted: Sat May 31, 2014 3:10 pm
I have issues doing this:
1. A specific monster type dies
2. In it's death it triggers a script
3. This script spawn another monster at a random spawnspot on the map
Appearntly trying everything does not work, spawnspotfacingforced ended up spawning pistols for no appearnt reason, until I changed the actor to spawn to shotguns, then nothing happened at all.
I use acs_executealways in the last line of the monsters death sequence, and using sector_setcolor to test if it ran, which it proved that it did.
Now, here is the odd part:
I kill one of the aforesaid monsters and nothing happens, but puking the script makes a nice little shotgun come to daddy.
So just what difference is there in calling the same script from the death of a monster and just puking it in the console?
EDIT:
I have found that putting the exact same code directly into the map works. While this sounds nice, I would prefer it to be universal with LOADACS.
I want to hear if this wierd behavior is a bug or if it is some kind of intended feature to prevent spawning things with acs loaded with LOADACS?...
1. A specific monster type dies
2. In it's death it triggers a script
3. This script spawn another monster at a random spawnspot on the map
Appearntly trying everything does not work, spawnspotfacingforced ended up spawning pistols for no appearnt reason, until I changed the actor to spawn to shotguns, then nothing happened at all.
I use acs_executealways in the last line of the monsters death sequence, and using sector_setcolor to test if it ran, which it proved that it did.
Now, here is the odd part:
I kill one of the aforesaid monsters and nothing happens, but puking the script makes a nice little shotgun come to daddy.
So just what difference is there in calling the same script from the death of a monster and just puking it in the console?
EDIT:
I have found that putting the exact same code directly into the map works. While this sounds nice, I would prefer it to be universal with LOADACS.
I want to hear if this wierd behavior is a bug or if it is some kind of intended feature to prevent spawning things with acs loaded with LOADACS?...