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Feature #1376

Externally spawned mobjs

Added by picklebro about 15 years ago. Updated 6 months ago.

Status:
New
Priority:
Normal
Assignee:
-
Category:
-
Target version:
Start date:
2005-04-02
% Done:

0%


Description

I would like for Doomsday to support the ability to create
new Things in a .ded file and simply add it to a specified
folder and it automatically adds that Thing id into the
game.

This would allow greater customization of Doom as you
could simply add it to a pk3 and instantly create new
Things in Doom without needing to have a long
explanation of how to customize or overwrite
Objects.ded

Labels: Game Objects


Related issues

Related to Feature #1617: Scoped definitions and variablesNew2013-10-21

Related to Feature #1608: Integrate Doomsday ScriptProgressed2013-10-22

Related to Feature #1544: Support for ZDoom's Decorate functionNew2011-08-03

History

#1 Updated by danij about 15 years ago

Logged In: YES
user_id=849456

This has been available in Doomsday for a long time. Using
DED you can even define entirely new monsters (as long as
they use the existing actions).

Do you actually mean being able to create a list of THINGS
in a DED, with coords, that will be spawned on a map
addtionaly to those within the map THING lump?

#2 Updated by danij about 15 years ago

- assigned_to: Daniel Swanson --> nobody

#3 Updated by picklebro over 7 years ago

Logged In: YES
user_id=1249988

Yes, I'm sorry I wasn't very clear on that one - that is what I
was trying to say.

#4 Updated by skyjake over 6 years ago

  • Tags set to Definitions, MapData, Scripting
  • Subject changed from externally defined Things to Externally spawned mobjs

This is already almost possible with a Map Info definition that executes a bunch of spawnmobj commands. The caveat is that the same command is executed also after loading a savegame.

A more correct approach would be to add a script that only gets run as part of map initialization.

#5 Updated by skyjake 6 months ago

  • Target version set to Modding

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