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Doom monster replacement wad2/21/2023 ![]() ![]() And these scripts are in the IWAD, not in the engine. They don't use a single, standard, hardcoded function to do that, they use ACS. ![]() (In AEons of Death, they're replaced by RandomSpawners, so it's the randomspawners that have to call A_BossDeath and they have special code to monitor the monster they spawned if it replaces a boss and so they handle everything.) So when it looks for all dead fatsos, if it knows they're replaced by another monster, it'll look for that other monster instead. If you replace the mancubus by something else, the engine knows that this monster is replaced by something else. ![]() The code that makes the check is in the engine directly, so it's pretty easy to add there code that handles replacement. Some maps have a special effect that is triggered when the last of a monster kind dies, provided they call A_BossDeath in their death frames (or have the BOSSDEATH flag). Not to reuse that map07 example, but also such maps as the spider master mind at the end of Doom, in AEons of Death, the spidermastermind is replaced by a random bosses, and each boss dies triggers the game over screen.ĭoom and Heretic use a different system. Strife Toons wrote:You mean that effect in AEoD where the random spawned enemies for mancubus class still trigger the arachnotron door in map07 won't work in HeXen if same technique is done for the enemies in that? ![]()
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