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How to change Ettins into Zombiemen in this script?


NaZa

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So I've been converting Doom to HeXen for some time, but I still can't turn this script to work.

I've been trying to replace Ettins, so it spawn Zombiemen (as I'm converting it to Doom), but the code won't work.

Can somebody please fix this or tell me the T_ of all Doom monsters? (like T_ETTIN, but with Doom monsters)?

Thanks in forward.

script 255 OPEN
{
    int var0;

    delay(const:8400);
    var0 = random(const:0, 1);
    if(var0 == 1)
    {
        Thing_Spawn(255, T_ETTIN, 128);
    }
    var0 = random(const:0, 1);
    if(var0 == 1)
    {
        Thing_Spawn(254, T_ETTIN, 0);
    }
    var0 = random(const:0, 1);
    if(var0 == 1)
    {
        Thing_Spawn(253, T_ETTIN, 0);
    }
    var0 = random(const:0, 1);
    if(var0 == 1)
    {
        Thing_Spawn(252, T_ETTIN, 0);
    }
    var0 = random(const:0, 1);
    if(var0 == 1)
    {
        Thing_Spawn(251, T_ETTIN, 0);
    }
    var0 = random(const:0, 1);
    if(var0 == 1)
    {
        Thing_Spawn(250, T_ETTIN, 128);
    }
    var0 = random(const:0, 1);
    if(var0 == 1)
    {
        Thing_Spawn(249, T_ETTIN, 128);
    }
    var0 = random(const:0, 1);
    if(var0 == 1)
    {
        Thing_Spawn(248, T_ETTIN, 128);
    }
    var0 = random(const:0, 1);
    if(var0 == 1)
    {
        Thing_Spawn(247, T_ETTIN, 96);
    }
    var0 = random(const:0, 1);
    if(var0 == 1)
    {
        Thing_Spawn(246, T_ETTIN, 128);
    }
    var0 = random(const:0, 1);
    if(var0 == 1)
    {
        Thing_Spawn(245, T_ETTIN, 0);
    }
    restart;
}

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DoomLover234 said:

tell me the T_ of all Doom monsters? (like T_ETTIN, but with Doom monsters)?

They are linked on Thing_Spawn wiki page, under Spawn_numbers -> Doom_spawn_numbers.

You mentioned converting Doom to Hexen. Do you mean vanilla Hexen engine, or ZDoom: Doom in Hexen format? If the latter, you can use SpawnSpot instead of Thing_Spawn, it's easier and you don't need to know spawn numbers. I can't imagine how much (im)possible would be modding vanilla Hexen, Doom spawn numbers probably wouldn't work at all.

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scifista42 said:

They are linked on Thing_Spawn wiki page, under Spawn_numbers -> Doom_spawn_numbers.

You mentioned converting Doom to Hexen. Do you mean vanilla Hexen engine, or ZDoom: Doom in Hexen format? If the latter, you can use SpawnSpot instead of Thing_Spawn, it's easier and you don't need to know spawn numbers. I can't imagine how much (im)possible would be modding vanilla Hexen, Doom spawn numbers probably wouldn't work at all.

Actuallyyyyyy... I've been using ZDoom: Doom in UDMF format.

For now it works fine...

Thanks for the advice.

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In addition, if you compare the Doom spawn numbers to Hexen ones, you will see that they're actually the same constants. The context is chosen depending on the IWAD. This talk is all about ZDoom, of course.

And yes, UDMF is objectively better (more flexible) than Hexen format, good that you're using it.

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Okay, I just moved the map from UDMF to Hexen format. I'm gonna test it out and see how it goes.

EDIT: Didn't see your post, but good that I haven't erased the UDMF WAD... lol

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