Thing_MoveForced / Thing_Spawn(Facing)Forced

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Tormentor667
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Thing_MoveForced / Thing_Spawn(Facing)Forced

Post by Tormentor667 »

I have a suggestion for a new action special that's based on the Thing_Move(); and Thing_Spawn(Facing); specials.

Why? Very simple, the situation is as follows: I have a boss arena and 4 monsters with certain specials and attributes as well as tags are placed outside this boss arena. When the players (yes, coop!) enter the sector, these bosses were moved/spawned in this boss arena. As soon as all of them are dead, the map quits.

Now I have the problem that if a player is standing on the mapspot of one of those 4 moving spots for the boss monsters, the boss monster doesn't get moved, the players can't kill each of them and the map can't be exited.

Now with the "Thing_MoveForced" and "Thing_Spawn(Facing)Forced" specials (or maybe another argument?) the scripts try to move or spawn a specific actor until it gets moved or spawned in the end in case some object is blocking the spawn spot.

You know what I mean?! I'm sure you do ;) I think that would be quite useful ;)
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Nash
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Post by Nash »

As I've said in the KDIZD thread, this can easily be solved by making the spawn script a loop - as long as the actor hasn't been spawned successfully, it'll keep trying to spawn it.
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Post by Tormentor667 »

Example for such a script?!
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Post by Nash »

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Post by Tormentor667 »

Fine that works for one monster that is new but what about 4 monsters with a thing id being moved?! That is surely harder...
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Post by Graf Zahl »

If you absolutely need the monsters to teleport, give them the +TELESTOMP flag. But that will kill anything that might get in the way.

Or give each of the monsters its own tid.
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Post by Nash »

Did you even look at my script? :/

The 666 is the spawned Baron's TID.
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Post by Tormentor667 »

Nash wrote:Did you even look at my script? :/
The 666 is the spawned Baron's TID.
Sure I did, but the problem with your script is (although it's a good solution) that it won't help in my special case. I have 4 monsters with different thing id's which are already embedded in a special script. I can try to make this work but I am not sure if that will work.
Nevertheless, thx both of you for your suggestions and help. If Nash's idea won't work, I still can use the +TELESTOMP ;)
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Post by Nash »

So you want four monsters with different TIDs. Do they all teleport at the same spot or are there four different spots in your map?
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Post by Tormentor667 »

4 different spots
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Post by Nash »

http://nash.wanzafran.com/doomstuff/forcespawn2.zip

Can probably be optimized to use only one script but I can't be bothered to think right now.
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Post by Tormentor667 »

Thx Nash for that, that looks like a solution :) Although a bit complicated at first sight, it should work :)
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Post by Tormentor667 »

Okay, last question: Can you change the script in such a way that it uses Thing_Move instead of Thing_Spawn? I must have the monsters already on the map due to another script (and they already have the TIDs 666,667,668,669), so they need to be moved instead of being spawned. Is that possible Nash?
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Post by Nash »

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Post by Tormentor667 »

Nash = Winner


Thx man, thats it :) Thx alot for your help here :)

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