I need this to spawn more than one monster
Posted: Wed Jul 29, 2015 12:53 am
So instead of my weapon pack just replacing the guns, I took some of the power ups and replaced them with various items collected from the interwebs.
Now, I ended up grabbing the summonsphere from realm667 and remembered about the MBFHelperDog, and replaced the baron that spawned though that sphere. Then, I remembered reading somewhere that the dogs were designed to work in a pack... so here's the code I got set up for the summon sphere because I got no clue.
Decorate:
[spoiler]Actor Spike : Canine
{
Health 750
+NOBLOCKMONST
+FRIENDLY
+JumpDown
+BRIGHT
Renderstyle Add
Alpha 0.8
deathsound "dog/death"
States
{
Death:
TNT1 A 1 A_CustomMissile("SummonFog2")
stop
}
}
actor SummonSphere : ArtiDarkServant Replaces ArtiDarkServant
{
Game Doom
-AUTOACTIVATE
-COUNTITEM
-FLOATBOB
inventory.maxamount 10
Inventory.Icon "CARNE0"
Inventory.PickupMessage "What dark being does this summon?"
states
{
Spawn:
CARN ABCD 4 bright
loop
}
}
actor SummonSphereThrown : SummoningDoll Replaces SummoningDoll
{
Game Doom
Speed 20
+NOBLOCKMAP
+DROPOFF
+MISSILE
+NOTELEPORT
states
{
Spawn:
CARN ABCD 4 bright
loop
Death:
CARN AB 4
CARN C 4 A_SpawnItemEx("SummonFog1",0,0,0,0,0,0,0)
CARN C 6 A_SpawnItemEx("Spike",0,0,0,0,0,0,0)
stop
}
}
actor SummonFog1 : TeleportFog replaces MinotaurSmoke
{
}
actor SummonFog2 : TeleportFog replaces MinotaurSmokeExit
{
}[/spoiler]
GLDEFS or whatever:
[spoiler]pulselight SUMMONSPHERE
{
color 0.8 0.2 0.0
size 40
secondarySize 42
interval 2.0
offset 0 16 0
}
object SummonSphere
{
frame CARN { light SUMMONSPHERE }
}
object SummonSphereThrown
{
frame CARN { light SUMMONSPHERE }
}
pulselight Spike
{
color 1.0 1.0 1.0
size 40
secondarySize 42
interval 2.0
offset 0 16 0
}
object Spike
{
frame BOSS { light Spike }
}
object SummonFog1
{
frame TFOGA { light DTFOG1 }
frame TFOGB { light DTFOG2 }
frame TFOGC { light DTFOG2 }
frame TFOGD { light DTFOG2 }
frame TFOGE { light DTFOG3 }
frame TFOGF { light DTFOG4 }
frame TFOGI { light DTFOG4 }
frame TFOGJ { light DTFOG3 }
}
object SummonFog2
{
frame TFOGA { light DTFOG1 }
frame TFOGB { light DTFOG2 }
frame TFOGC { light DTFOG2 }
frame TFOGD { light DTFOG2 }
frame TFOGE { light DTFOG3 }
frame TFOGF { light DTFOG4 }
frame TFOGI { light DTFOG4 }
frame TFOGJ { light DTFOG3 }
}[/spoiler]
And then Spike:
[spoiler]//Rescued from a PETA establishment, the number 1 way to find animals in hell.
ACTOR Canine
{
Health 750
Speed 25
PainChance 180
Radius 12
Height 28
Mass 100
Monster
+JUMPDOWN
ActiveSound "dog/active"
AttackSound "dog/attack"
DeathSound "dog/death"
PainSound "dog/pain"
SeeSound "dog/sight"
Obituary "$OB_DOG" // "o% is Spike's treat!"
States
{
Spawn:
DOGS AB 10 A_Look
Loop
See:
DOGS AABBCCDD 2 A_Chase
Loop
Melee:
DOGS EF 8 A_FaceTarget
DOGS G 8 A_CustomMeleeAttack(Random(25,75)*1,"dog/active")
Goto See
Pain:
DOGS H 2
DOGS H 2 A_Pain
Goto See
Death:
DOGS I 8
DOGS J 8 A_Scream
DOGS K 4
DOGS L 4 A_Fall
DOGS M 4
DOGS N -1
Raise:
DOGS NMLKJI 5
Goto See
}
}[/spoiler]
I didn't like the damage output of A_SargAttack (4-40 damage I think) but if there will be more than one dog around, maybe it'll be better than what I picked up in some random wad I found in the Realm667 repository.
This is brand new to my weapon pack so I'm still ATTEMPTING to balance n stuff.
oh, and credit will be given to those who help me out (not to mention those who originally posted this crap)
Now, I ended up grabbing the summonsphere from realm667 and remembered about the MBFHelperDog, and replaced the baron that spawned though that sphere. Then, I remembered reading somewhere that the dogs were designed to work in a pack... so here's the code I got set up for the summon sphere because I got no clue.
Decorate:
[spoiler]Actor Spike : Canine
{
Health 750
+NOBLOCKMONST
+FRIENDLY
+JumpDown
+BRIGHT
Renderstyle Add
Alpha 0.8
deathsound "dog/death"
States
{
Death:
TNT1 A 1 A_CustomMissile("SummonFog2")
stop
}
}
actor SummonSphere : ArtiDarkServant Replaces ArtiDarkServant
{
Game Doom
-AUTOACTIVATE
-COUNTITEM
-FLOATBOB
inventory.maxamount 10
Inventory.Icon "CARNE0"
Inventory.PickupMessage "What dark being does this summon?"
states
{
Spawn:
CARN ABCD 4 bright
loop
}
}
actor SummonSphereThrown : SummoningDoll Replaces SummoningDoll
{
Game Doom
Speed 20
+NOBLOCKMAP
+DROPOFF
+MISSILE
+NOTELEPORT
states
{
Spawn:
CARN ABCD 4 bright
loop
Death:
CARN AB 4
CARN C 4 A_SpawnItemEx("SummonFog1",0,0,0,0,0,0,0)
CARN C 6 A_SpawnItemEx("Spike",0,0,0,0,0,0,0)
stop
}
}
actor SummonFog1 : TeleportFog replaces MinotaurSmoke
{
}
actor SummonFog2 : TeleportFog replaces MinotaurSmokeExit
{
}[/spoiler]
GLDEFS or whatever:
[spoiler]pulselight SUMMONSPHERE
{
color 0.8 0.2 0.0
size 40
secondarySize 42
interval 2.0
offset 0 16 0
}
object SummonSphere
{
frame CARN { light SUMMONSPHERE }
}
object SummonSphereThrown
{
frame CARN { light SUMMONSPHERE }
}
pulselight Spike
{
color 1.0 1.0 1.0
size 40
secondarySize 42
interval 2.0
offset 0 16 0
}
object Spike
{
frame BOSS { light Spike }
}
object SummonFog1
{
frame TFOGA { light DTFOG1 }
frame TFOGB { light DTFOG2 }
frame TFOGC { light DTFOG2 }
frame TFOGD { light DTFOG2 }
frame TFOGE { light DTFOG3 }
frame TFOGF { light DTFOG4 }
frame TFOGI { light DTFOG4 }
frame TFOGJ { light DTFOG3 }
}
object SummonFog2
{
frame TFOGA { light DTFOG1 }
frame TFOGB { light DTFOG2 }
frame TFOGC { light DTFOG2 }
frame TFOGD { light DTFOG2 }
frame TFOGE { light DTFOG3 }
frame TFOGF { light DTFOG4 }
frame TFOGI { light DTFOG4 }
frame TFOGJ { light DTFOG3 }
}[/spoiler]
And then Spike:
[spoiler]//Rescued from a PETA establishment, the number 1 way to find animals in hell.
ACTOR Canine
{
Health 750
Speed 25
PainChance 180
Radius 12
Height 28
Mass 100
Monster
+JUMPDOWN
ActiveSound "dog/active"
AttackSound "dog/attack"
DeathSound "dog/death"
PainSound "dog/pain"
SeeSound "dog/sight"
Obituary "$OB_DOG" // "o% is Spike's treat!"
States
{
Spawn:
DOGS AB 10 A_Look
Loop
See:
DOGS AABBCCDD 2 A_Chase
Loop
Melee:
DOGS EF 8 A_FaceTarget
DOGS G 8 A_CustomMeleeAttack(Random(25,75)*1,"dog/active")
Goto See
Pain:
DOGS H 2
DOGS H 2 A_Pain
Goto See
Death:
DOGS I 8
DOGS J 8 A_Scream
DOGS K 4
DOGS L 4 A_Fall
DOGS M 4
DOGS N -1
Raise:
DOGS NMLKJI 5
Goto See
}
}[/spoiler]
I didn't like the damage output of A_SargAttack (4-40 damage I think) but if there will be more than one dog around, maybe it'll be better than what I picked up in some random wad I found in the Realm667 repository.
This is brand new to my weapon pack so I'm still ATTEMPTING to balance n stuff.
oh, and credit will be given to those who help me out (not to mention those who originally posted this crap)