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Realm 667's RainSpawner isn't spawning anything?


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I downloaded Tormentor's RainSpawner from Realm667 website. Changed the Spawner id to 30000, placed the spawner on my map, followed the guidelines in changing the argument controls as stated. When I tested the map, all I can here is the sound of the rain but no rain. I been trying to find out what I'm doing wrong for the last two hours. Hopefully you guys can shed some light on this.

 

Here is the decorate script code:

 

Actor RainSpawner 30000
{
  Radius 1
  Height 1
  +NoClip
  +ClientSideOnly
  +SpawnCeiling
  +NoGravity
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(Args[2] > 0, "NoSound")
    TNT1 A 0 A_JumpIf(Args[3] > 0, "Circle")
    TNT1 A 0 A_PlaySoundEx("Ambient/Rain", "SoundSlot7", 1)
    TNT1 A 2 A_SpawnItemEx("RainDrop", Random(-Args[0], Args[0]), Random(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])
    Loop
  Circle:
    TNT1 A 2 A_SpawnItemEx("RainDrop", Random(-Args[0], Args[0]), 0, -2, 0, 0, 0, Random(0, 360), 128, Args[1])
  NoSound:
    TNT1 A 0 A_Jumpif(Args[3] > 0, "NoSoundCircle")
    TNT1 A 2 A_SpawnItemEx("RainDrop", Random(-Args[0], Args[0]), Random(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])
    Loop
  NoSoundCircle:
    TNT1 A 2 A_SpawnItemEx("RainDrop", Random(-Args[0], Args[0]), 0, -2, 0, 0, 0, Random(0, 360), 128, Args[1])
    Loop
  }
}

Actor RainDrop
{
  +Missile
  +NoBlockMap
  -NoGravity
  Height 2
  Radius 2
  Renderstyle Translucent
  Alpha 0.6
  Scale 0.2
  States
  {
  Spawn:
    RNDR A 1 A_JumpIf(WaterLevel > 0, "Death")
    Loop
  Death:
    RNDR BCDEFGH 3 A_FadeOut(0.15)
    Stop
  }
}

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I never had any success with that rain spawner.

 

The best rain is generated by JonnyFive's weather fx.

 

Spoiler

 

 

[edit]

I finally did remember that I was able to use the rainspawner 4 years ago. When I used it originally it would generate the sound but no rain. But, after some editing I got it to work.

See my post below.

 

 

Edited by Kappes Buur

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The rain drops are basically invisible most of the time. If you use iddt iddt, you can see the triangles appearing on the automap but in-game you'll just sometimes, rarely, see two white pixels briefly appearing.

 

It's... not really convincing. But technically it works -- if you replace "RainDrop" by something like "DoomImp" in the rain spawner's code, you'll see that it does work. It's just not a great effect.

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5 hours ago, plums said:

"Scale 0.2" on a 1px wide drop? Yeah that's going to be a little too subtle.

So the problem is the scale? So up the number to say 0.6 you think?

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5 hours ago, Kappes Buur said:

I never had any success with that rain spawner. It would generate the sound but no rain.

 

The best rain is generated by JonnyFive's weather fx.

 

  Reveal hidden contents

 

 

Hey thanks Kappes!!!! I never seen that weather fx mod.

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1 hour ago, Gunrock said:

So the problem is the scale? So up the number to say 0.6 you think?

I'd probably just use the one Kappes Buur recommended, but if you want to play with the R667 one, then fiddling with the scale is what I'd try. 0.6 sounds like a good starting number, you'll probably have to try a few different ones to see what works best.

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15 hours ago, Gunrock said:

So the problem is the scale? So up the number to say 0.6 you think?

 

Part of the issue is scale yes, I vaguely remember having to change it to 0.5 or something when I tried it. I did get it working properly in the end, but I can't remember the specifics as I edited several parts of the decorate for it. But I do remember scale being one of things I increased and also translucent to opaque.

 

Unfortunately I can't remember the rest of the changes to get this working properly. I would start with scale size first though...or try another rain spawner. Goodluck.

 

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It worked Kappes!!!! You are amazing!!!

Quick question, how can I make the rain sounds become muffled as the player enter a building, temple, cave, etc?

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