haruko haruhara Posted February 23, 2020 Well you played my monster horde that is now cancelled because of many errors but please tell me how to make one I tried it so many times and it won't work like this Actor randomspwaner replace zombie men I tried to use it but it's not working Please help 0 Quote Share this post Link to post
Immorpher Posted February 23, 2020 Here's a random spawner I made for a Doom 64 style mod I am working on, where the Imp is randomly either a Doom 64 imp or a Doom 64 Nightmare imp: actor 64ImpSpawn : RandomSpawner REPLACES DoomImp { DropItem "64DoomImp", 255, 3 DropItem "64NightmareImp", 255, 1 } Now you must then define actors for the two new "DropItem" enemies, so you will likely have to define a new zombie man actor. I will show you my imp actors I have which allows this to work: (you can ignore a lot of what I am doing in the actor states as I am a weirdo, but I am including these for completeness) 64DoomImp Spoiler ACTOR 64DoomImp { Health 60 Radius 20 Height 56 Mass 100 Speed 8 PainChance 200 Monster +FLOORCLIP SeeSound "imp/sight" PainSound "imp/pain" DeathSound "imp/death" ActiveSound "imp/active" HitObituary "$OB_IMPHIT" Obituary "$OB_IMP" Scale 0.72 MeleeSound "imp/melee" MeleeDamage 3 MissileType "64DoomImpBall" Species "64Imp" PainChance "Dodge", 256 +MISSILEMORE +SLIDESONWALLS States { Spawn: IM64 A random(9,11) A_Look IM64 B random(9,11) A_Look Loop See: IM64 A random(2,4) A_Chase IM64 A random(2,4) A_Chase IM64 B random(2,4) A_Chase IM64 B random(2,4) A_Chase IM64 C random(2,4) A_Chase IM64 C random(2,4) A_Chase IM64 D random(2,4) A_Chase IM64 D random(2,4) A_Chase TNT1 A 0 A_Jump (16, "Search") Loop Pain.Dodge: IM64 A random(1,4) A_Wander IM64 A random(1,4) A_Wander IM64 B random(1,4) A_Wander IM64 B random(1,4) A_Wander IM64 C random(1,4) A_Wander IM64 C random(1,4) A_Wander IM64 D random(1,4) A_Wander IM64 D random(1,4) A_Wander TNT1 A 0 A_Jump (127, "See") Goto Missile Search: TNT1 A 0 A_LookEx(LOF_NOSEESOUND, 0, 0, 0, 360, "See") IM64 AA 1 A_Wander TNT1 A 0 A_LookEx(LOF_NOSEESOUND, 0, 0, 0, 360, "See") IM64 BB 1 A_Wander TNT1 A 0 A_LookEx(LOF_NOSEESOUND, 0, 0, 0, 360, "See") IM64 CC 1 A_Wander TNT1 A 0 A_LookEx(LOF_NOSEESOUND, 0, 0, 0, 360, "See") IM64 DD 1 A_Chase loop Melee: IM64 E random(7,9) A_FaceTarget IM64 F random(7,9) A_FaceTarget IM64 G random(5,7) A_MeleeAttack Goto See Missile: IM64 I random(7,9) A_FaceTarget IM64 J random(7,9) A_FaceTarget TNT1 A 0 A_Jump(64,"WildMissile") IM64 K random(5,7) A_SpawnProjectile("64DoomImpBall", random(41,43), random(-1,1), 0, 0, 1) Goto See WildMissile: IM64 K random(5,7) A_SpawnProjectile("64DoomImpBall", random(41,43), random(-1,1), frandom(-35,35)) Goto See Pain: IM64 H random(1,3) TNT1 A 0 A_Wander IM64 H random(1,3) A_Pain Goto See Death: IM64 L 8 IM64 M 8 A_Scream IM64 N 6 TNT1 A 0 A_DropItem("CorruptMatter") IM64 O 6 A_NoBlocking IM64 P -1 Stop XDeath: IM64 Q 5 IM64 R 5 A_XScream IM64 S 5 TNT1 A 0 A_DropItem("CorruptMatter") IM64 T 5 A_NoBlocking IM64 UVW 5 IM64 X -1 Stop Raise: IM64 PO 8 IM64 NML 6 Goto See Crush: TNT1 A 0 TNT1 A 0 A_PlaySound("misc/gibbed") A027 A -1 Stop } } 64NightmareImp Spoiler ACTOR 64NightmareImp 7030 { SpawnID 155 Scale 0.72 Health 60 Radius 20 Height 56 RenderStyle Translucent Alpha 0.80 Speed 13 PainChance 200 Mass 100 MeleeDamage 3 Species "64Imp" BloodColor "7B 5A 84" SeeSound "imp/sight" PainSound "imp/pain" DeathSound "imp/death" ActiveSound "imp/active" MeleeSound "imp/melee" MissileType "64NightmareImpBall" Obituary "$OB_NIGHTIMP" HitObituary "$OB_NIGHTIMPHIT" Tag "Nightmare Imp" MONSTER PainChance "Dodge", 256 +FLOORCLIP +MISSILEMORE +MISSILEEVENMORE +SLIDESONWALLS States { Spawn: NI64 AB 10 A_Look Loop See: NI64 A random(2,4) A_Chase NI64 A random(2,4) A_Chase NI64 B random(2,4) A_Chase NI64 B random(2,4) A_Chase NI64 C random(2,4) A_Chase NI64 C random(2,4) A_Chase NI64 D random(2,4) A_Chase NI64 D random(2,4) A_Chase TNT1 A 0 A_Jump (16, "Search") Loop Pain.Dodge: NI64 A random(1,4) A_Wander NI64 A random(1,4) A_Wander NI64 B random(1,4) A_Wander NI64 B random(1,4) A_Wander NI64 C random(1,4) A_Wander NI64 C random(1,4) A_Wander NI64 D random(1,4) A_Wander NI64 D random(1,4) A_Wander TNT1 A 0 A_Jump (127, "See") Goto Missile Search: TNT1 A 0 A_LookEx(LOF_NOSEESOUND, 0, 0, 0, 360, "See") NI64 AA 1 A_Wander TNT1 A 0 A_LookEx(LOF_NOSEESOUND, 0, 0, 0, 360, "See") NI64 BB 1 A_Wander TNT1 A 0 A_LookEx(LOF_NOSEESOUND, 0, 0, 0, 360, "See") NI64 CC 1 A_Wander TNT1 A 0 A_LookEx(LOF_NOSEESOUND, 0, 0, 0, 360, "See") NI64 DD 1 A_Chase loop Melee: NI64 EF 8 A_FaceTarget NI64 G random(5,7) A_MeleeAttack Goto See Missile: NI64 I random(7,9) A_FaceTarget NI64 J random(7,9) A_FaceTarget TNT1 A 0 A_Jump(64,"WildMissile") NI64 K random(5,7) A_SpawnProjectile("64NightmareImpBall", random(41,43), random(-1,1), 0, 0, 1) Goto See WildMissile: NI64 K random(5,7) A_SpawnProjectile("64NightmareImpBall", random(41,43), random(-1,1), frandom(-35,35)) Goto See Pain: NI64 H 2 TNT1 A 0 A_Wander NI64 H 2 A_Pain Goto See Death: NI64 L 8 NI64 M 8 A_Scream NI64 N 6 TNT1 A 0 A_DropItem("CorruptMatter") NI64 O 6 A_NoBlocking NI64 P -1 Stop XDeath: NI64 Q 5 NI64 R 5 A_XScream NI64 S 5 TNT1 A 0 A_DropItem("CorruptMatter") NI64 T 5 A_NoBlocking NI64 UVW 5 NI64 X -1 Stop Raise: NI64 PO 8 NI64 NML 6 Goto See Crush: // Uses a violet version of the gib to match sprite color TNT1 A 0 TNT1 A 0 A_PlaySound("misc/gibbed") A055 A -1 Stop } } I based a ton of my code on Nevander's Doom 64 Retribution 2 Quote Share this post Link to post
Mordeth Posted February 23, 2020 How does that work with the intermission screen tally? Or does GZDoom dynamically adjust its calculation to new enemies spawned in-game? 0 Quote Share this post Link to post
Kappes Buur Posted February 23, 2020 Maybe not what you are looking for, but Dan_The_Noob's randomizer works quite well with Oblige generated maps. 0 Quote Share this post Link to post
haruko haruhara Posted February 23, 2020 I'm trying to make a randomizer were you are fighting a alot of monsters that are very unique and monsters you won't commenliy see but when I load it up with zandronum it crashed any help The randomizer is called monster horde randomizer 0 Quote Share this post Link to post
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