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How do I add a mob spawner to my map?


Divided2

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I'm working on this grave yard map for my mod with Michael Jackson as the boss fight coming out of a grave along with other enemies, I've already figured that part out, now I'm trying to add a mob spawner to my map, how could I do this? And could it be done with Slade?

 

476377980_Screenshot2024-06-05at07_46_10.png.de3a52bd8ab1d055a1c4fb3f021ed4ee.png

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If you are using GZDoom then you could make an actor that works similar to the BossCube that summons the monsters for the ICon of Sin.

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Posted (edited)

An easy way to do this is when you create holes in the sector floor with the same TID

and stuff them with monsters. Then with a walkover trigger, for example, push those

monsters up ready to attack. As was done in 4 seasons of DOOM (Seasons.zip) MAP01.

 

Spoiler

CWrQ5qo.png

 

 

Or, since it is a boss you could recreate the Icon of Sin monster spawner,

of course, with a port like GZDoom (etal) you could have more control what

is spawned and how with scripts or creating a specific actors.

Edited by Kappes Buur

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Let me add on a clarification as this question bothered me 2 minutes ago and my prior answer was very lackluster.

 

  1. A Monster Spawner works different than a RandomSpawner, but can still act like a Randomspawer too.
  2. The basic build for a MOnster Spawner depends on if you want to be a visible object or an invisible object just to summon monsters
  3. I'll assume you want an invisible spawner

Decorate MOnster Spawner example actor

Spoiler

Actor MonsterSpawnerDude 5454// The Code to place the Spawner in your map as object
{
   // There are no properties because this spawner is an invisible actor placed to achieve a single goal.
  States
    {
       Spawn:
            TNT1 A 35 /One second cool down time

			SUmmon:
					TNT1 A 0 A_Jump(128, "DoomIMPcall")
					TNT1 A 0 A_Jump(128, "DemonCaller")
					TNT1 A 0 A_Jump(128, "HallKnight")
					Loop
			DOOMIMPCall:
					TNT1 A 0 A_SpawnItem("DoomImp")
					Goto SPawn
			DemonCaller:
					TNT1 A 0 A_SpawnItem("Demon")
					Goto Spawn
			HallKNight:
					TNT1 A 0 A_SpawnItem("HellKNight")
					Goto Spawn
}
}

 

 

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Just now, kalensar said:

Let me add on a clarification as this question bothered me 2 minutes ago and my prior answer was very lackluster.

 

  1. A Monster Spawner works different than a RandomSpawner, but can still act like a Randomspawer too.
  2. The basic build for a MOnster Spawner depends on if you want to be a visible object or an invisible object just to summon monsters
  3. I'll assume you want an invisible spawner

Decorate MOnster Spawner example actor

  Hide contents


Actor MonsterSpawnerDude 5454// The Code to place the Spawner in your map as object
{
   // There are no properties because this spawner is an invisible actor placed to achieve a single goal.
  States
    {
       Spawn:
            TNT1 A 35 /One second cool down time

			SUmmon:
					TNT1 A 0 A_Jump(128, "DoomIMPcall")
					TNT1 A 0 A_Jump(128, "DemonCaller")
					TNT1 A 0 A_Jump(128, "HallKnight")
					Loop
			DOOMIMPCall:
					TNT1 A 0 A_SpawnItem("DoomImp")
					Goto SPawn
			DemonCaller:
					TNT1 A 0 A_SpawnItem("Demon")
					Goto Spawn
			HallKNight:
					TNT1 A 0 A_SpawnItem("HellKNight")
					Goto Spawn
}
}

 

 

Thank you ❤️

 

And yes this helped me out, I've got it working now!

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