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#1 |
"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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#2 |
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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#3 |
Re: "Silent"respawn
Perhaps you could modify the TRANSPORTERSTAR actor code to include something like ifspawnedby RESPAWN { killit } ?
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#4 |
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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OBLIVION'S STATUS. Maps are 100%, Textures are 100% {FINISHED} Current status RELEASED http://www.fileplanet.com/hosteddl.a...ivionfinal.zip. |
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#5 | |
Re: "Silent"respawn
Quote:
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#6 |
Re: "Silent"respawn
Thanks ppl
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#7 |
Re: "Silent"respawn
Thanks guys!
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#8 |
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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