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Author Topic: Voodoo dolls  (Read 2998 times)

yaflhdztioxo

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Voodoo dolls
« on: March 01, 2011, 20:06 »

I was playing around in the sandbox with the Generator class.

There were two Doomguys.  And the extra one acted just like voodoo dolls do in regular doom.  Which is AWESOME, so I want that kept.

Unfortunately there was no way to NOT have voodoo dolls unless I manually called all of the Generator functions and omit Generator.place_player at the end.  Which is fairly advanced considering that most of the time what I'll want to do is simply call Generator.generate() after setting the danger level.


To fix this issue but still keep the voodoo dolls I propose a quick hack of "if the coords are -1, -1 don't place the player in a scripted level", or possibly "Don't place the player if no call to Level.Player() was made"  Might be interesting to see what happens if NO player is spawned, but that's their bug.
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