D_GARG
Forum Regular

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
}
}
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