MantisBT - Zandronum
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0002659Zandronum[All Projects] Bugpublic2016-03-05 00:592016-03-06 07:29
Chris 
 
lowminoralways
needs reviewopen 
 
 
0002659: RandomSpawner not working properly in invasion mode.
RandomSpawners for monsters cause most waves to end immediately.
RandomSpawners for items causes them to all spawn on top of each other.
Load simplespawner.wad after skulltag_actors and skulltag_data and switch to d2inv1.
No tags attached.
? SimpleSpawner.wad (635) 2016-03-05 00:59
/tracker/file_download.php?file_id=1755&type=bug
diff zand_inv_rs.diff (1,566) 2016-03-05 00:59
/tracker/file_download.php?file_id=1756&type=bug
Issue History
2016-03-05 00:59ChrisNew Issue
2016-03-05 00:59ChrisFile Added: SimpleSpawner.wad
2016-03-05 00:59ChrisFile Added: zand_inv_rs.diff
2016-03-05 01:01ChrisNote Added: 0014549
2016-03-05 07:07fr-bloodNote Added: 0014550
2016-03-05 21:28DuskStatusnew => needs review
2016-03-06 00:24ChrisNote Added: 0014555
2016-03-06 07:29fr-bloodNote Added: 0014558
2016-03-06 07:29fr-bloodNote Edited: 0014558bug_revision_view_page.php?bugnote_id=14558#r8819

Notes
(0014549)
Chris   
2016-03-05 01:01   
Added potential fix to attached files.
(0014550)
fr-blood   
2016-03-05 07:07   
If you have replaced normal monster/item by a random spawner, it will not work.

What you have to do is to directly replace the monster/item invasion spot by a random invasion spot and not a random spawner.
(0014555)
Chris   
2016-03-06 00:24   
I know, but you'd have to do this for every mod that uses random spawners, which is a bit cumbersome. Plus the invasion spawners don't allow you to give probabilities if there are multiple DropItems.
(0014558)
fr-blood   
2016-03-06 07:29   
You can make the probabilities by adding more dropitems of the same monster/item than other, this how I managed to make random spawners on my invasion mods.