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Old 02-06-2009, 10:56 AM   #1
Broiler1985
"Silent"respawn
Hey!

Is there a way to use the RESPAWN-Sprite to make it "Silent"? By silent I mean that it spawns things without the the spawn-animation.

Thanks!
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Old 02-06-2009, 11:24 AM   #2
Zaxtor

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Re: "Silent"respawn
I dunno if spritepal on respawn can make them not making "spawning animation star"


like you don't see unlock msg if you put a pal on activatorlocked.



Me I use invisible sprite "cstat 32768" that (cactor LIZARDMAN or Spawn LIZARDMAN) example.

Or when you do something it setvar and anything with same var will become enemy you desire.
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Old 02-06-2009, 12:09 PM   #3
DissidentRage

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Re: "Silent"respawn
Perhaps you could modify the TRANSPORTERSTAR actor code to include something like ifspawnedby RESPAWN { killit } ?
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Old 02-07-2009, 09:46 AM   #4
Zaxtor

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Re: "Silent"respawn
Maybe it could work.

When I try something that aren't sure it will work.

I copy con.

1.backup con
2.experimental con



Maybe could work cuz it works for explosion2.

Like if is spawned by UFO (sizeat 200 200 cstat 2) (huge explosion semi transparent)
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Old 02-07-2009, 10:26 AM   #5
XTHX2

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Re: "Silent"respawn
Quote:
Originally Posted by Roger View Post
Perhaps you could modify the TRANSPORTERSTAR actor code to include something like ifspawnedby RESPAWN { killit } ?
What you did will work, because I just tried it. In fact, I did something better with it
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Old 02-07-2009, 07:56 PM   #6
Broiler1985
Re: "Silent"respawn
Thanks ppl
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Old 02-08-2009, 01:28 PM   #7
Broiler1985
Re: "Silent"respawn
Thanks guys!
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Old 02-09-2009, 01:40 PM   #8
DissidentRage

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Re: "Silent"respawn
Another strategy I messed with years ago was placing enemies/items on a one-way teleporter in an "effects" sector (inaccessible area of the map). When you want to "spawn" them into the map you would trigger an ACTIVATORLOCKED sprite on the teleporter.
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