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Question about Spawnspot
Posted: Mon Aug 06, 2012 3:13
by Kappes Buur
I had made a simple example pwad with mapspots and scripts to utilize SpawnSpot.
I didn't notice this at first, but giving the actor the same ID as a mapspot causes whatever is to be spawned to spawn at the mapspots and where the actor was fragged. In this case the actors are Former Human.
So, my question is, is that correct behaviour for spawning?
example pwad
Re: Question about Spawnspot
Posted: Mon Aug 06, 2012 7:59
by Gez
There is nothing special about a map spot. Functions like SpawnSpot don't work on the premise that they're going to look for map spots, and only map spots. The map spot actors are simply convenient because they don't do anything else; and TID-based functions look at all actors with that TID, regardless of what they are. You could replace map spots with pools of blood, for example, it'd work the same way.
Note that if you use SpawnSpotForced, you'll also be able to spawn actors at TIDed zombiemen that aren't killed. With non-forced spawns it fails because there's a check made to see if they have enough room to spawn.
Re: Question about Spawnspot
Posted: Mon Aug 06, 2012 9:32
by Kappes Buur
Thank you for the clarification.
It seems a bit counter intuitive, though.
I just have to remember that.
Re: Question about Spawnspot
Posted: Mon Aug 06, 2012 11:50
by Enjay
Without it, a lot of things wouldn't be possible (at least not as easily) - for example, spawning a key at an actor's location when he dies.
Re: Question about Spawnspot
Posted: Wed Aug 15, 2012 22:37
by ibm5155
With spawn function you can do everything without mapspots ^^
Just take the x,y,z position in doom builder and it´s done =D
Re: Question about Spawnspot
Posted: Wed Aug 15, 2012 22:57
by Enjay
And then when you move your map in the editor, all your spawns are in the wrong place.
