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D_GARG
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Posts: 797
Registered: 12-09


so, I have this monster actor which I downloaded and modifyed for my own project, I edit this in XWE and it does save the code, but when I test the actor in GZDOOM via doombuilder it behaves like if I never modifyed it, infact it behaves exactly like the original WAD I started my work on. the DECORATE entry contains a shitload of code for many other actors I imported. So I need some help figure this pain out.

here is code


code:
////////////////////// //////Speed Demon///// /////By StarScream//// ////////////////////// ACTOR SpeedDemon : cacodemon 30122 { obituary "%o was to slow for a SpeedDemon." hitobituary "%o was swallowed by a SpeedDemon." health 1 radius 31 height 56 mass 400 speed 25 painchance 128 BloodColor "99 50 0" seesound "caco/sight" painsound "caco/pain" deathsound "caco/death" activesound "caco/active" attacksound "caco/melee" MONSTER +FLOAT +NOGRAVITY +DONTHARMSPECIES +DONTHURTSPECIES +FloatBob states { Spawn: PHED A 1 A_Look loop See: PHED A 3 A_Chase loop Missile: PHED B 0 A_Jump(128,14) PHED BC 5 A_FaceTarget PHED D 1 bright A_HeadAttack PHED B 0 A_FaceTarget PHED D 1 bright A_HeadAttack PHED B 0 A_FaceTarget PHED D 1 bright A_HeadAttack PHED B 0 A_FaceTarget PHED D 1 bright A_HeadAttack PHED B 0 A_FaceTarget PHED D 1 bright A_HeadAttack PHED CB 5 A_FaceTarget goto See PHED BC 5 A_FaceTarget PHED D 0 bright A_HeadAttack PHED D 0 bright A_HeadAttack PHED D 2 bright A_HeadAttack goto See Pain: PHED E 3 PHED E 3 A_Pain PHED F 6 goto See Death: PHED G 0 //ACS_ExecuteAlways(700, 0, 750) PHED G 8 A_ChangeFlag(FLOATBOB,0) PHED H 8 A_Scream PHED IJ 8 PHED K 8 A_NoBlocking PHED L -1 A_SetFloorClip stop Raise: PHED L 8 A_UnSetFloorClip PHED KJIHG 8 goto See } }

Old Post 12-01-11 15:21 #
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Kappes Buur
Member


Posts: 497
Registered: 11-02


I'm not well versed with DECORATE, but one thing to remember when using inheritance is not to duplicate code.
See the note on top of the page http://zdoom.org/wiki/Classes:Cacodemon .
I replaced the custom sprite reference with the AgathoDemon sprite.
Seems to work, except it moves a bit jittery.

code:
ACTOR SpeedDemon : cacodemon 30122 { obituary "%o was too slow for a SpeedDemon." // too hitobituary "%o was swallowed by a SpeedDemon." health 1 // radius 31 // height 56 // mass 400 speed 25 // painchance 128 BloodColor "99 50 0" // seesound "caco/sight" // painsound "caco/pain" // deathsound "caco/death" // activesound "caco/active" // attacksound "caco/melee" // MONSTER // +FLOAT // +NOGRAVITY +DONTHARMSPECIES +DONTHURTSPECIES +FloatBob states { Spawn: AGAH A 1 A_Look loop See: AGAH A 3 A_Chase loop Missile: AGAH B 0 A_Jump(128,14) AGAH BC 5 A_FaceTarget AGAH D 1 bright A_HeadAttack AGAH B 0 A_FaceTarget AGAH D 1 bright A_HeadAttack AGAH B 0 A_FaceTarget AGAH D 1 bright A_HeadAttack AGAH B 0 A_FaceTarget AGAH D 1 bright A_HeadAttack AGAH B 0 A_FaceTarget AGAH D 1 bright A_HeadAttack AGAH CB 5 A_FaceTarget goto See AGAH BC 5 A_FaceTarget AGAH D 0 bright A_HeadAttack AGAH D 0 bright A_HeadAttack AGAH D 2 bright A_HeadAttack goto See // Pain: // AGAH E 3 // AGAH E 3 A_Pain // AGAH F 6 // goto See Death: AGAH G 0 //ACS_ExecuteAlways(700, 0, 750) AGAH G 8 A_ChangeFlag(FLOATBOB,0) AGAH H 8 A_Scream AGAH IJ 8 AGAH K 8 A_NoBlocking AGAH L -1 A_SetFloorClip stop Raise: AGAH L 8 A_UnSetFloorClip AGAH KJIHG 8 goto See } }


http://i.imgur.com/ODViZ.png

http://files.drdteam.org/index.php/...speed-demon.zip

Last edited by Kappes Buur on 12-01-11 at 18:44

Old Post 12-01-11 18:15 #
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D_GARG
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Posts: 797
Registered: 12-09


could it be so, that I add // to the areas you did, and keep the sprites as they are and still have it working?

Old Post 12-01-11 20:42 #
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Kappes Buur
Member


Posts: 497
Registered: 11-02


If your sprites have a corresponding full set of rotations, then yes, by all means use them.
I used the AgathoDemon just to show a different set of sprites from the standard ones.

The lines marked with // are redundant in your code as they will be inherited from the
original code. Basically, // turns anything behind them into comments and are ignored at
compilation time. Therefore you can either keep them or delete them from your code.

Yes, that should work for you.

I included the example so that you can take it apart with Slade3. :-)

Old Post 12-01-11 21:31 #
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