DoomRL > Modding
Changing the ammo system?
SPTX:
I think it may be related to scripted levels as they do not use the generator to place enemies. Try to make a replacement of each being you need replaced using the OnEnter hook.
Autoquark:
--- Quote from: SPTX on April 04, 2013, 09:15 ---I think it may be related to scripted levels as they do not use the generator to place enemies. Try to make a replacement of each being you need replaced using the OnEnter hook.
--- End quote ---
If you mean special levels like Hell's Arena, it's an episode mod, so they're not generated. If you mean stuff like vaults full of lost souls then you're probably right that the monsters are fixed. I was hoping I could specifically change the monsters in each special room, but just replacing each monster type might be the best I can do.
EDIT: Also, how do you add items to a monster's inventory. I've been trying
--- Code: ---local i = 0
self:set_inv_item(i,being.new("hl_handgun")) i = i+1
self:set_inv_item(i,being.new("ammo")) i = i+1
--- End code ---
But it errors. I don't actually need it to use the items, I just want them to be dropped when it dies, so I could spawn them on death instead.
SPTX:
There is http://doom.chaosforge.org/wiki/Modding:Being#being_set_inv_item but having to define a slot may cause trouble for beings starting with an inventory.
I'd try
--- Code: ---being.inv:add("item")
--- End code ---
Not sure if it's an actual procedure, but seeing how it isn't documented and that both player and being have inventory procedures while player inherits from being, it might just work.
However, don't quote me on that please.
shark20061:
--- Quote from: Autoquark on April 04, 2013, 08:02 ---Thanks. Could you tell me what the names of the built in ai types are?
--- End quote ---
There's:
former_ai (Used on all former-type enemies, including elite versions),
baron_ai (Hell Knights and Barons),
lostsoul_ai,
demon_ai,
melee_seek_ai (The previous ai for lost souls),
cyberdemon_ai,
jc_ai,
melee_ranged_ai (Used for most enemies, like Imps and Cacodemons),
ranged_ai,
flee_ranged_ai (Unused and broken),
archvile_ai,
sequential_ai,
teleboss_ai (e.g. Lava Elemental and Shambler),
spawnonly_ai (e.g. Pain and Agony Elementals),
mastermind_ai
tehtmi:
--- Quote from: Autoquark on April 04, 2013, 08:02 ---Although I've set the weight of all the normal doomRL enemies to zero, the game is still generating special rooms full of lost souls, and it also seems to be generating imps on some levels. Is there any easy way to stop this?
--- End quote ---
There are a variety of reasons that enemies will spawn even with 0 weight. I can think of:
1) being_groups (this is probably giving you those imps); these have weights that can be zeroed
2) vault rooms (this is the room with lost souls probably); I think you can set the weight of this room type to 0 with the new generator stuff
3) some level types (like caves) will pick a being and use it regardless of weights; you can disable these level types, or replace there monster generation functions
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