Doom monster
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > Question about original monsters and Decorate lumps
 
Author
All times are GMT. The time now is 13:17. Post New Thread    Post A Reply
II XII I III XI
Warming Up


Posts: 14
Registered: 12-02


I'd like to know how to get an original monster to load. I've created a Decorate lump and have loaded it in my wad-file. The problem is, I don't know how to access him in the enemies section (he doesn't appear since he isn't a replacement of another demon). I'm using WadAuthor and ZDoom.

Thanks.

Old Post 09-06-04 22:45 #
II XII I III XI is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Amaster
Artificial Mechanical Android Skilled in Troubleshooting and Efficient Repair


Posts: 3563
Registered: 04-02


In Wadauthor you can put down a random Thing, then right-click on it and select "edit raw data". Then change the DoomEdNum to the one you created for your monster in the decorate lump.

Old Post 09-06-04 22:47 #
Amaster is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
CodeImp
Moderator


Posts: 1461
Registered: 12-03


First of all: You CANNOT use DECORATE to replace an existing thing. Everything defined in a DECORATE lump must be new and unique.

Second: WadAuthor doesnt read the DECORATE lump and you wont see your items. You can only enter their ID manually as Amaster mentioned. You could use Doom Builder, which will show the hings defined in DECORATE in the available things list automatically (and ofcourse allows you always to enter any custom thing ID manually as well). I believe Deepsea shows you the DECORATE things as well.

Old Post 09-06-04 23:18 #
CodeImp is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
netnomad312
Forum Regular


Posts: 882
Registered: 12-02


You can also create your own WadAuthor Configuration (.wcf file) from the zdoom one... you can add your own thing type, I think, although I've never done it. It has something to do with taking the thing number, and... doing something with it, I forget what. But I know it's possible. Yeah, I'm rather useless... :P

Old Post 09-07-04 04:45 #
netnomad312 is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
II XII I III XI
Warming Up


Posts: 14
Registered: 12-02


On a somewhat related note, what would a Pain Elemental and a Lost Soul look like if I wanted to create a definition for them but didn't want them to have parent attributes? I'm new to this so please be patient with my "newbie" power.

Old Post 09-07-04 17:37 #
II XII I III XI is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Graf Zahl
Why don't I have a custom title by now?!


Posts: 7130
Registered: 01-03


Pain Elemental:

code:
ACTOR PainElemental 71 { Health 400 Radius 31 Height 56 Mass 400 Speed 8 PainChance 128 Monster +FLOAT +NOGRAVITY SeeSound "pain/sight" PainSound "pain/pain" DeathSound "pain/death" ActiveSound "pain/active" States { Spawn: PAIN A 10 A_Look Loop See: PAIN AABBCC 3 A_Chase Loop Missile: PAIN D 5 A_FaceTarget PAIN E 5 A_FaceTarget PAIN F 4 A_FaceTarget PAIN F 1 A_PainAttack Goto See Pain: PAIN G 6 PAIN G 6 A_Pain Goto See Death: PAIN H 8 PAIN I 8 A_Scream PAIN JK 8 PAIN L 8 A_PainDie PAIN M 8 Stop Raise: PAIN MLKJIH 8 Goto See } }



Lost Soul:

code:
ACTOR LostSoul 3006 { Health 100 Radius 16 Height 56 Mass 50 Speed 8 Damage 3 PainChance 256 Monster +FLOAT +NOGRAVITY +NOICEDEATH AttackSound "skull/melee" PainSound "skull/pain" DeathSound "skull/death" ActiveSound "skull/active" Obituary "%o was spooked by a lost soul." States { Spawn: SKUL AB 10 BRIGHT A_Look Loop See: SKUL AB 6 BRIGHT A_Chase Loop Missile: SKUL C 10 BRIGHT A_FaceTarget SKUL D 4 BRIGHT A_SkullAttack SKUL CD 4 BRIGHT Goto Missile+2 Pain: SKUL E 3 BRIGHT SKUL E 3 BRIGHT A_Pain Goto See Death: SKUL F 6 BRIGHT A_NoGravity SKUL G 6 BRIGHT A_Scream SKUL H 6 BRIGHT SKUL I 6 BRIGHT A_Fall SKUL J 6 SKUL K 6 Stop } }


Note that the Lost Soul has one special property that cannot be expressed through DECORATE. Its attack range calculations are different from the other monsters.

Old Post 09-07-04 18:15 #
Graf Zahl is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
II XII I III XI
Warming Up


Posts: 14
Registered: 12-02


Thanks.

The final question I have regarding this would be what would an Arch-Vile look like in decorate/without parent attributes? More specifically what would an Arch-Vile look like with the Arch-Vile flame (the one that consumes the player when an Arch-Vile attacks) trailing it? I'm requesting something similar to Russell Pearson's "Doom Raider" Arch-Vile (in the flame trail respect) if that helps to illustrate what I'm requesting.

Is there any documentation available that would quickly help me out? I'm completely new to this and although I have checked the ZDoom documentation(s) concerning this it still doesn't seem anymore "user-friendly" to me.

Old Post 09-17-04 09:23 #
II XII I III XI is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Graf Zahl
Why don't I have a custom title by now?!


Posts: 7130
Registered: 01-03


You can't do the Arch-Vile in DECORATE because you can't define the resurrecting state. That sequence is hard coded.

Old Post 09-17-04 11:11 #
Graf Zahl is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 13:17. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > Question about original monsters and Decorate lumps

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Forums Directory