Phendrena Posted November 15, 2012 Hi, I'm trying to use this beastie from realm667: Core Tentacle All of my other custom monsters work correctly except this one. He appears in DB2 ok but when I run the game all I get is an '!' in a diamond. I can't work out why. Here's my DECORATE code: actor Tentacle1 1042 { //$Category monsters obituary "%o was snared by a tentacle" health 400 radius 40 height 112 scale 0.75 mass 9999999 speed 0 painchance 96 seesound "monster/tensit" painsound "monster/tenpai" deathsound "monster/tendth" activesound "monster/tenact" MONSTER +BOSS +FLOORCLIP +DONTHURTSPECIES +NOTARGET +MISSILEEVENMORE -FULLVOLACTIVE states { Spawn: NULL A 10 A_Look loop See: TEN1 ABCD 4 TEN1 EFGH 4 A_Chase goto See+4 Missile: TEN1 F 5 A_FaceTarget TEN1 F 0 A_Jump(96,1) goto Missile1 TEN1 F 0 Goto Missile2 Missile1: TEN1 I 8 A_FaceTarget TEN1 J 9 Bright A_CustomMissile("TentacleBall1",100,0,0,0,0) TEN1 I 8 A_FaceTarget TEN1 J 9 Bright A_CustomMissile("TentacleBall1",100,0,0,0,0) TEN1 I 8 A_FaceTarget TEN1 J 9 Bright A_CustomMissile("TentacleBall1",100,0,0,0,0) TEN1 I 8 Goto See+4 Missile2: TEN1 I 8 A_FaceTarget TEN1 K 0 Bright A_CustomMissile("TentacleBall2",10,0,0,0,0) TEN1 K 0 Bright A_CustomMissile("TentacleBall2",20,0,0,0,0) TEN1 K 0 Bright A_CustomMissile("TentacleBall2",30,0,0,0,0) TEN1 K 0 Bright A_CustomMissile("TentacleBall2",40,0,0,0,0) TEN1 K 0 Bright A_CustomMissile("TentacleBall2",50,0,0,0,0) TEN1 K 0 Bright A_CustomMissile("TentacleBall2",60,0,0,0,0) TEN1 K 0 Bright A_CustomMissile("TentacleBall2",70,0,0,0,0) TEN1 K 0 Bright A_CustomMissile("TentacleBall2",80,0,0,0,0) TEN1 K 0 Bright A_CustomMissile("TentacleBall2",90,0,0,0,0) TEN1 K 9 Bright A_CustomMissile("TentacleBall2",100,0,0,0,0) Goto See+4 Pain: TEN1 L 3 TEN1 L 3 A_Pain goto See+4 Death: TEN1 M 4 TEN1 N 4 A_Scream TEN1 O 4 A_NoBlocking TEN1 PQRS 4 TEN1 T -1 stop Raise: TEN1 ABCD 4 goto See+4 } } actor Tentacle2 : Tentacle1 1043 { //$Category monsters +SPAWNCEILING +NOGRAVITY +DONTFALL states { Spawn: NULL A 10 A_Look loop See: TEN2 ABCD 4 TEN2 EFGH 4 A_Chase goto See+4 Missile: TEN2 F 5 A_FaceTarget TEN2 F 0 A_Jump(96,1) goto Missile1 TEN2 F 0 Goto Missile2 Missile1: TEN2 I 8 A_FaceTarget TEN2 J 9 Bright A_CustomMissile("TentacleBall1",4,0,0,0,0) TEN2 I 8 A_FaceTarget TEN2 J 9 Bright A_CustomMissile("TentacleBall1",4,0,0,0,0) TEN2 I 8 A_FaceTarget TEN2 J 9 Bright A_CustomMissile("TentacleBall1",4,0,0,0,0) TEN2 I 8 Goto See+4 Missile2: TEN2 I 8 A_FaceTarget TEN2 K 0 Bright A_CustomMissile("TentacleBall2",10,0,0,0,0) TEN2 K 0 Bright A_CustomMissile("TentacleBall2",20,0,0,0,0) TEN2 K 0 Bright A_CustomMissile("TentacleBall2",30,0,0,0,0) TEN2 K 0 Bright A_CustomMissile("TentacleBall2",40,0,0,0,0) TEN2 K 0 Bright A_CustomMissile("TentacleBall2",50,0,0,0,0) TEN2 K 0 Bright A_CustomMissile("TentacleBall2",60,0,0,0,0) TEN2 K 0 Bright A_CustomMissile("TentacleBall2",70,0,0,0,0) TEN2 K 0 Bright A_CustomMissile("TentacleBall2",80,0,0,0,0) TEN2 K 0 Bright A_CustomMissile("TentacleBall2",90,0,0,0,0) TEN2 K 9 Bright A_CustomMissile("TentacleBall2",100,0,0,0,0) Goto See+4 Pain: TEN2 L 3 TEN2 L 3 A_Pain goto See+4 Death: TEN2 M 4 TEN2 N 4 A_Scream TEN2 O 4 A_NoBlocking TEN2 PQRS 4 TEN2 T -1 stop Raise: TEN2 ABCD 4 goto See+4 } } actor TentacleBall1 { radius 4 height 4 speed 25 damage 10 renderstyle Add alpha 0.75 seesound "monster/tenatk" deathsound "weapons/plasmax" PROJECTILE +RANDOMIZE states { Spawn: TNFX ABCD 3 bright loop Death: TNFX EFGHIJK 4 bright stop } } actor TentacleBall2 : TentacleBall1 { speed 10 damage 5 seesound "imp/attack" deathsound "imp/shotx" PROJECTILE +RANDOMIZE states { Spawn: TNFX LM 3 bright loop Death: TNFX NOP 4 bright stop } }Any suggestions please? Thanks, Dave 0 Share this post Link to post
Gez Posted November 15, 2012 Open the console and look at the messages. When ZDoom spawns an Unknown thing, it logs the reason to the console. Possible reasons include: - Bad editor number. Message: "Unknown type %i at (%i, %i)\n" - No sprite for spawn state. Message: "%s at (%i, %i) has no frames\n" If there is no message, then it is caused by a RandomSpawner going through an infinite loop. Now I guess that the problem here is the second variety: Spawn: NULL A 10 A_Look loopNULL isn't a valid sprite! If you want a spriteless spawn state, use TNT1. 0 Share this post Link to post
Phendrena Posted November 15, 2012 Cheers Gez. I've been able to spawn the monster successfully using ACS, I suspect that this monster would work best as an ambush spawner and is actually supposed to work that way, so i'm happy with that. It would've been nice of the uploader on realm667 to add some instructions though!! Dave 0 Share this post Link to post
Krispy Posted November 15, 2012 Sometimes this happens to me. I get around it by spawning them where I want with a script. 0 Share this post Link to post