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>> No.4473707 [View]
File: 16 KB, 657x505, Spawner info.png [View same] [iqdb] [saucenao] [google]
4473707

Some hexen souls development stuff. There isn't really much to show off in terms of screenshots or .webms - but I've seriously re-worked the way bonfires and monster spawning works! ZScript is a total blessing in this case.

Bonfires used to rely on a lot of ACS, global variables and stuff to store the position of the player - I also had to manually place the bonfire respawn spots and tag them accordingly which could go wrong very easily if I lose track of my numbers.

Monster spawners are now very versatile, - originally they were two separate actors (one for continual respawns, and one for single use spawns for tougher enemies) Now, if a mapper wants to, they can control almost everything about the monster, even down to a new mod-side feature I'm calling "global events". So the monster can only spawn up to a certain point in the game, or after a certain point. or between two points.

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