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Article #87450

Re: Doom 3 vs. Doom 2

#87450
From: Raymond Martineau
Date: Mon, 16 Aug 2004 02:56
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On Mon, 16 Aug 2004 09:43:27 +1000, "Highlandish"
<ckreskay_CURSEING@dodo.com.au> wrote:

>Quoth The Raven "Raymond Martineau" <bk039@freenet.carleton.ca> in
>l8tuh0h7noqhp42899fnn7q7j788v58agk@4ax.com
>> On Sun, 15 Aug 2004 11:23:38 +0200, Smola <smola@spam.com> wrote:
>>
>> >
>> >
>> >In D2 this could be made too, not mentioing new ports which allow
>> >scripting.
>>
>> D2 only allowed monsters to appear if the player makes a noise, *AND*
>> the player crosses over a linedef.  As long as no noise is made, no
>> monsters will appear.
>>
>> The only case were "at-will" spawning could occurr would be with the
>> later iterations of the Doom engine (e.g. Hexen and the source-ports.)
>
>more monsters could teleport in on the telepads, spawning if you will, on
>linedef markers and if you destroy current monsters and are still in the
>room. is that the same?

In vanilla compatable modes, it would be possible but there is only a
select few maps that are capable of detecting that the current set of
monsters gets destroyed (and those are hard-coded into the engine.)

It's possible in ZDoom, without too much scripting.  At worst, you just
have to write a simple condition that counts the number of monsters (total
or of one type) before launching a spawn script.  
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From: bk039@freenet.carleton.ca (Raymond Martineau)
Newsgroups: alt.games.doom
Subject: Re: Doom 3 vs. Doom 2
Date: Sun, 15 Aug 2004 22:56:08 -0400
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