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Doom 2 final credits


kassianoaguiar

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Take a look here:
https://zdoom.org/wiki/MAPINFO/Map_definition

There you will find how to start the cast roll after the final message screen.

 

To change the monsters during the cast roll, i think that you need to replace them via decorate, zscript or dehacked.

 

Here is the Doom classes that you can change:

https://zdoom.org/wiki/Classes:Doom

Edited by P41R47

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8 hours ago, P41R47 said:

Take a look here:
https://zdoom.org/wiki/MAPINFO/Map_definition

There you will find how to start the cast roll after the final message screen.

 

To change the monsters during the cast roll, i think that you need to replace them via decorate, zscript or dehacked.

 

Here is the Doom classes that you can change:

https://zdoom.org/wiki/Classes:Doom

I found! but what I mean is that I simplified "endgameC" by the script in the following image ... note: what should I do or where to write the script for placing new monsters?

Sem título.png

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Nope, if you just want to show the cast roll as always, just put endgamec.

 

Then, to change the monsters, use the second link, and and change them one by one.

You have to write the new monsters that replaces the original ones with DECORATE or ZScript.

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There's no way for us to give you ready to use code if we don't know what you want to put in a new cast sequence. We need the class names.

 

Basically you need to use MAPINFO (in the new format) to define a new cast sequence intermission that includes new monsters. Then point to the new cast in the final map next property.

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