Severed bunny head
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 > Custom imp not properly raised (zdoom)
 
Author
All times are GMT. The time now is 12:20. Post New Thread    Post A Reply
NaturalTvventy
Forum Regular


Posts: 822
Registered: 06-09


I've been tweaking the 'superimp' from realm667 a bit. In testing I have noticed that when the monster is splattered and then raised by an archvile it is the normal death sprites in reverse, not the splatter sprites. Any idea why?

code:

ACTOR SuperImp : BaronOfHell 3133
{
Game Doom
Health 60
Radius 20
Height 56
Mass 100
Speed 8
PainChance 200
BloodColor green
Obituary "%o was shocked by the imp's superior firepower."
Monster
+FLOORCLIP
SeeSound "imp/sight"
PainSound "imp/pain"
DeathSound "imp/death"
ActiveSound "imp/active"
HitObituary "$OB_IMPHIT"
Obituary "$OB_IMP"
States
{
Spawn:
IMP4 AB 10 A_Look
Loop
See:
IMP4 AABBCCDD 3 A_Chase
Loop
Melee:
Missile:
IMP3 A 8 A_FaceTarget
IMP3 B 8 A_FaceTarget
TROO G 8 A_BruisAttack
Goto See
Pain:
TROO H 2
TROO H 2 A_Pain
Goto See
Death:
IMP4 I 8
IMP4 J 8 A_Scream
IMP4 K 6
IMP4 L 6 A_NoBlocking
IMP4 M -1
Stop
XDeath:
IMP4 N 5
IMP4 O 5 A_XScream
IMP4 P 5
IMP4 Q 5 A_NoBlocking
IMP4 RST 5
IMP4 U -1
Stop
Raise:
IMP4 MLKJI 8
Goto See
}
}

Old Post 11-11-12 15:37 #
NaturalTvventy is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
MTrop
Member


Posts: 425
Registered: 12-05


The frames specified within the "Raise" state are the normal death frames, not the splatter frames.

The archvile clears the DEAD bit, restores its health, and tells it to enter to "Raise" state. I'm not sure how to get it to enter a custom raise state, if possible.

Old Post 11-11-12 16:19 #
MTrop is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
NaturalTvventy
Forum Regular


Posts: 822
Registered: 06-09



Mista_T said:
The frames specified within the "Raise" state are the normal death frames, not the splatter frames.



Just looking through all other monsters' codes, this always seems to be the case.

Example: regular imp Raise state -

Raise:
TROO MLKJI 8
Goto See

Old Post 11-11-12 16:21 #
NaturalTvventy is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
MTrop
Member


Posts: 425
Registered: 12-05


I got an idea - it's been a while since I did anything in ZDoom, but can you set variables or values on actors?

Set a variable called "splattered" to 1 before the final XDeath frame, and to 0 before the last Death frame. Then, when it enters Raise, branch on the value of that variable (if "splattered" = 1, go to SplatterRaise, else goto NormalRaise).

Old Post 11-11-12 16:36 #
MTrop is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Blue Shadow
Member


Posts: 307
Registered: 09-12


If you want it to play the right animation in the right situation, then here is an example of what to do using the original Doom imp:

code:
ACTOR CoolImp : DoomImp { States { XDeath: TNT1 A 0 A_GiveInventory("ImpGibbed", 1) Goto Super::XDeath Raise: TNT1 A 0 A_JumpIfInventory("ImpGibbed", 1, "GibRaise") TROO MLKJI 8 Goto See GibRaise: TNT1 A 0 A_TakeInventory("ImpGibbed", 1) TROO UTSRQPON 5 Goto See } } ACTOR ImpGibbed : Inventory {}

When the monster is gibbed, it's given a dummy inventory item (ImpGibbed). Once it starts to rise, it checks for the presence of said item in its inventory and if it's there, then the monster rises while playing the gib animation, however if the item doesn't exist, then it plays the normal death animation.

Old Post 11-11-12 16:38 #
Blue Shadow is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
NaturalTvventy
Forum Regular


Posts: 822
Registered: 06-09



Blue Shadow said:
If you want it to play the right animation in the right situation, then here is an example of what to do using the original Doom imp:


When the monster is gibbed, it's given a dummy inventory item (ImpGibbed). Once it starts to rise, it checks for the presence of said item in its inventory and if it's there, then the monster rises while playing the gib animation, however if the item doesn't exist, then it plays the normal death animation.



Cool, that worked. Seems a bit odd since all my other monsters un-gib without the special state, but whatever works! Thanks.

Old Post 11-11-12 16:52 #
NaturalTvventy is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
NaturalTvventy
Forum Regular


Posts: 822
Registered: 06-09


Ok, I just checked raising a regular splattered imp and it raised the normal frames too! Is this something that's always happened and I never noticed? Mind = blown.

Old Post 11-11-12 17:30 #
NaturalTvventy is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Blue Shadow
Member


Posts: 307
Registered: 09-12


Yes, it has always been this way. Not just for the imp, but for all other monsters, as well.

Old Post 11-11-12 20:28 #
Blue Shadow is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
All times are GMT. The time now is 12:20. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > Custom imp not properly raised (zdoom)

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.