Xtroose
Junior Member
Posts: 247
Registered: 12-09 |
As I guessed it, the DoomEd Number is missing. If I set it to 20000 and I follow this it works for me.
In detail:
I modified the DECORATE lump like this:
code:
actor HellElemental 20000
{
health 400
radius 31
height 56
mass 400
speed 8
painchance 60
seesound "pain/sight"
painsound "pain/pain"
deathsound "pain/death"
activesound "pain/active"
obituary "%o was sent to hell by a hell elemental."
MONSTER
+FLOAT
+NOGRAVITY
states
{
Spawn:
HEEL A 10 A_Look
loop
See:
HEEL AABBCC 3 A_Chase
loop
Missile:
HEEL A 0 A_Jump(256,"Attack1","Attack2","Attack3")
Attack1:
HEEL DE 5 A_FaceTarget
HEEL F 5 bright A_FaceTarget
HEEL F 0 bright A_CustomMissile("HellSoulAttack",15,0,0)
HEEL EF 5 bright A_FaceTarget
HEEL F 0 bright A_CustomMissile("HellSoulAttack",15,0,0)
HEEL EF 5 bright A_FaceTarget
HEEL F 0 bright A_CustomMissile("HellSoulAttack",15,0,0)
goto See
Attack2:
HEEL DE 5 A_FaceTarget
HEEL F 5 bright A_FaceTarget
HEEL F 0 bright A_CustomMissile("HellSoulAttack",15,0,-45)
HEEL F 0 bright A_CustomMissile("HellSoulAttack",15,0,0)
HEEL F 0 bright A_CustomMissile("HellSoulAttack",15,0,45)
goto See
Attack3:
HEEL DE 5 A_FaceTarget
HEEL F 5 bright A_FaceTarget
HEEL F 0 bright A_CustomMissile("HellSoulAttacknS",15,0,-60)
HEEL F 0 bright A_CustomMissile("HellSoulAttacknS",15,0,-50)
HEEL F 0 bright A_CustomMissile("HellSoulAttackNS",15,0,-40)
HEEL F 0 bright A_CustomMissile("HellSoulAttacknS",15,0,-30)
HEEL F 0 bright A_CustomMissile("HellSoulAttacknS",15,0,-20)
HEEL F 0 bright A_CustomMissile("HellSoulAttackNS",15,0,-10)
HEEL F 0 bright A_CustomMissile("HellSoulAttackNS",15,0,0)
HEEL F 0 bright A_CustomMissile("HellSoulAttacknS",15,0,10)
HEEL F 0 bright A_CustomMissile("HellSoulAttacknS",15,0,20)
HEEL F 0 bright A_CustomMissile("HellSoulAttacknS",15,0,30)
HEEL F 0 bright A_CustomMissile("HellSoulAttacknS",15,0,40)
HEEL F 0 bright A_CustomMissile("HellSoulAttacknS",15,0,50)
HEEL F 0 bright A_CustomMissile("HellSoulAttacknS",15,0,60)
goto See
Pain:
HEEL G 3 A_Stop
HEEL G 3
HEEL G 6 A_Pain
goto See
Death:
HEEL H 8 bright
HEEL I 8 bright A_Scream
HEEL JK 8 bright
HEEL L 0 bright A_FaceTarget
HEEL F 0 bright A_CustomMissile("HellSoulAttack",15,0,-45)
HEEL F 0 bright A_CustomMissile("HellSoulAttack",15,0,0)
HEEL F 0 bright A_CustomMissile("HellSoulAttack",15,0,45)
HEEL F 0 bright A_CustomMissile("HellSoulAttackNS",15,0,0)
HEEL F 0 bright A_CustomMissile("HellSoulAttackNS",15,0,20)
HEEL F 0 bright A_CustomMissile("HellSoulAttackNS",15,0,40)
HEEL F 0 bright A_CustomMissile("HellSoulAttackNS",15,0,60)
HEEL F 0 bright A_CustomMissile("HellSoulAttackNS",15,0,80)
HEEL F 0 bright A_CustomMissile("HellSoulAttackNS",15,0,100)
HEEL F 0 bright A_CustomMissile("HellSoulAttackNS",15,0,120)
HEEL F 0 bright A_CustomMissile("HellSoulAttackNS",15,0,140)
HEEL F 0 bright A_CustomMissile("HellSoulAttackNS",15,0,160)
HEEL F 0 bright A_CustomMissile("HellSoulAttackNS",15,0,180)
HEEL F 0 bright A_CustomMissile("HellSoulAttackNS",15,0,200)
HEEL F 0 bright A_CustomMissile("HellSoulAttackNS",15,0,220)
HEEL F 0 bright A_CustomMissile("HellSoulAttackNS",15,0,240)
HEEL F 0 bright A_CustomMissile("HellSoulAttackNS",15,0,260)
HEEL F 0 bright A_CustomMissile("HellSoulAttackNS",15,0,280)
HEEL F 0 bright A_CustomMissile("HellSoulAttackNS",15,0,300)
HEEL F 0 bright A_CustomMissile("HellSoulAttackNS",15,0,320)
HEEL F 0 bright A_CustomMissile("HellSoulAttackNS",15,0,340)
HEEL L 8 bright
HEEL M 8 bright
stop
}
}
actor HellSoulAttack
{
Radius 8
Height 28
Speed 15
Damage 5
scale 0.5
Projectile
+RANDOMIZE
+SEEKERMISSILE
RenderStyle Add
Alpha 1
seesound "hellsoul/attack"
deathsound "skull/death"
obituary "%o was sent to hell by a hell elemental."
States
{
Spawn:
HLSK A 4 bright A_SeekerMissile(2,10)
HLSK A 0 A_SpawnItem("HellSoulTrail")
HLSK B 4 bright A_SeekerMissile(2,10)
HLSK A 0 A_SpawnItem("HellSoulTrail")
HLSK A 4 bright A_SeekerMissile(2,10)
HLSK A 0 A_SpawnItem("HellSoulTrail")
HLSK B 4 bright A_SeekerMissile(2,10)
HLSK A 0 A_SpawnItem("HellSoulTrail")
HLSK A 4 bright A_SeekerMissile(2,10)
HLSK A 0 A_SpawnItem("HellSoulTrail")
HLSK B 4 bright A_SeekerMissile(2,10)
HLSK A 0 A_SpawnItem("HellSoulTrail")
HLSK A 0 A_PlaySoundEx("hellsoul/attack","Auto")
loop
Death:
HLSK CCCCDDDD 1 A_FadeOut(0.05)
loop
}
}
Actor HellSoulAttackNS : HellSoulAttack
{
speed 25
damage 7
-SEEKERMISSILE
}
Actor HellSoulTrail
{
Radius 0
Height 0
Speed 0
Damage 0
scale 0.4
Projectile
+RANDOMIZE
+NOCLIP
+NOBLOCKMAP
RenderStyle Add
Alpha 0.8
States
{
Spawn:
HLSK A 0 A_Die
Death:
HLSK AAAABBBB 1 A_FadeOut(0.1)
stop
}
}
I renamed the DECORATE lump to DECHEEL and the GLDEFS lump to GLHEEL.
I added this
code:
#include "DECHEEL"
to the DECORATE lump, and this
code:
#include "GLHEEL"
to the GLDEFS lump.
I also copied the contents of SNDINFO into the main SNDINFO lump.
Then I joined the HellElemental.wad file with my level.wad file and deleted the redundant SNDINFO lumps.
It showed up in the Decorate section of the Edit Thing dialog in Doom Builder 2, and I was able to place it in the map.
Importing an MP3 file with XWE for use in ZDoom compatible levels
- In the Entry menu select Load.
- Locate the MP3 file, let's say it is named MyMusic.mp3 and choose Open.
You have now imported an MP3 file in your wad. But it does not work yet. We have to use a lump named MAPINFO to do it. Open a text document in Notepad and write this
code:
map MAP01 "My level"
{
music = "MyMusic"
}
Save this document as MAPINFO.txt and load this lump in XWE.
The Hell is alive with the sound of music.
Explanation:
map <maplump> <nice name> - substitutes the name of the map in the wad for <maplump>, and the map's nice name (shown in the automap) for <nice name>. If <nice name> contains spaces, it must be enclosed in quotation marks ("). <Maplump> can be *any* lump in the wad, but since most editing utilities will only recognize maps of the form MAP?? or E?M?, you should probably stick to those if you want to be able to edit the levels easily.
music = "<LumpName>" - sets the map's music, <LumpName> is the name of the lump that contains the music.
More about it here.
Importing textures with XWE for use in ZDoom compatible levels
- In the Entry menu select New. And write TX_START in the box.
- If it is a BMP file do this: In the Entry menu select Load. Locate the texture file and choose Open.
- If it is a PNG file do this: In the Entry menu select Load (raw data). Locate the texture file and choose Open.
- In the Entry menu select New. And write TX_END in the box.
Now you are mapping with textures.
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