Gokuma Posted October 2, 2019 (edited) Keeping dying normal death and normal gib frames. First I tried: ACTOR MyDOOMPlayer : DoomPlayer replaces DoomPlayer { States { Burn: BURN A 3 Bright A_ItBurnsItBurns BURN B 3 Bright A_DropFire BURN C 3 Bright A_Wander BURN D 3 Bright A_NoBlocking BURN E 5 Bright A_DropFire BURN FGH 5 Bright A_Wander BURN I 5 Bright A_DropFire BURN JKL 5 Bright A_Wander BURN M 5 Bright A_DropFire BURN N 5 Bright A_CrispyPlayer BURN OPQPQ 5 Bright BURN RSTU 7 Bright BURN V -1 Stop Disintegrate: DISR A 5 A_PlaySoundEx("misc/disruptordeath", "Voice") DISR BC 5 DISR D 5 A_NoBlocking DISR EF 5 DISR GHIJ 4 MEAT D -1 Stop Firehands: WAVE ABCD 3 Loop Firehandslower: WAVE ABCD 3 Loop } } So then I tried: ACTOR MyDOOMPlayer : StrifePlayer replaces DoomPlayer { Radius 16 MaxStepHeight 24 CrushPainSound "*pain100" Player.DisplayName "Marine" Player.CrouchSprite "PLYC" Player.StartItem "Pistol" Player.StartItem "Fist" Player.StartItem "Clip", 100 Player.RunHealth 0 Player.WeaponSlot 1, Fist, Chainsaw Player.WeaponSlot 2, Pistol Player.WeaponSlot 3, Shotgun, SuperShotgun Player.WeaponSlot 4, Chaingun, Minigun Player.WeaponSlot 5, RocketLauncher, GrenadeLauncher Player.WeaponSlot 6, PlasmaRifle, Railgun Player.WeaponSlot 7, BFG9000, BFG10K Player.WeaponSlot 8, ScorpSpear Player.ColorRange 112, 127 Player.Colorset 0, "Green", 0x70, 0x7F, 0x72 Player.Colorset 1, "Gray", 0x60, 0x6F, 0x62 Player.Colorset 2, "Brown", 0x40, 0x4F, 0x42 Player.Colorset 3, "Red", 0x20, 0x2F, 0x22 Player.Colorset 4, "Light Gray", 0x58, 0x67, 0x5A Player.Colorset 5, "Light Brown", 0x38, 0x47, 0x3A Player.Colorset 6, "Light Red", 0xB0, 0xBF, 0xB2 Player.Colorset 7, "Light Blue", 0xC0, 0xCF, 0xC2 States { Spawn: PLAY A -1 Loop See: PLAY ABCD 4 Loop Missile: PLAY E 12 Goto Spawn Melee: PLAY F 6 BRIGHT Goto Missile Pain: PLAY G 4 PLAY G 4 A_Pain Goto Spawn Death: PLAY H 0 A_PlayerSkinCheck("AltSkinDeath") Death1: PLAY H 10 PLAY I 10 A_PlayerScream PLAY J 10 A_NoBlocking PLAY KLM 10 PLAY N -1 Stop XDeath: PLAY O 0 A_PlayerSkinCheck("AltSkinXDeath") XDeath1: PLAY O 5 PLAY P 5 A_XScream PLAY Q 5 A_NoBlocking PLAY RSTUV 5 PLAY W -1 Stop AltSkinDeath: PLAY H 6 PLAY I 6 A_PlayerScream PLAY JK 6 PLAY L 6 A_NoBlocking PLAY MNO 6 PLAY P -1 Stop AltSkinXDeath: PLAY Q 5 A_PlayerScream PLAY R 0 A_NoBlocking PLAY R 5 A_SkullPop PLAY STUVWX 5 PLAY Y -1 Stop Burn: BURN A 3 Bright A_ItBurnsItBurns BURN B 3 Bright A_DropFire BURN C 3 Bright A_Wander BURN D 3 Bright A_NoBlocking BURN E 5 Bright A_DropFire BURN FGH 5 Bright A_Wander BURN I 5 Bright A_DropFire BURN JKL 5 Bright A_Wander BURN M 5 Bright A_DropFire BURN N 5 Bright A_CrispyPlayer BURN OPQPQ 5 Bright BURN RSTU 7 Bright BURN V -1 Stop Disintegrate: DISR A 5 A_PlaySoundEx("misc/disruptordeath", "Voice") DISR BC 5 DISR D 5 A_NoBlocking DISR EF 5 DISR GHIJ 4 MEAT D -1 Stop Firehands: WAVE ABCD 3 Loop Firehandslower: WAVE ABCD 3 A_HandLower Loop } } Edited October 19, 2019 by Gokuma 0 Share this post Link to post
1 Gokuma Posted October 13, 2019 Got it working, thanks to Nevander posting this for something else: gameinfo { playerclasses = "NewDoomPlayer" } to set a new player class as the only class. So I did that. And just cut off the "replaces DoomPlayer" from the new actor. 0 Share this post Link to post
0 UndeadRyker Posted October 2, 2019 (edited) If I remember right you should give something like a projectile or enemy attack a damage type that should cause that death type to play. https://zdoom.org/wiki/Damage_types 0 Share this post Link to post
0 Gokuma Posted October 2, 2019 Already did. IceDeath works fine for anyone, while Disintegration and Burn work fine for any enemies I give the frames to but not the player. 0 Share this post Link to post
0 UndeadRyker Posted October 2, 2019 I haven't touched ZDoom scripting in ages so I'm probably not the right person to answer. But have you tried Death.Disintegrate, and Death.Burn respectively as your state names already? 0 Share this post Link to post
0 Gokuma Posted October 4, 2019 Thanks but just tried those as well as Death1.Burn and Death1.Disintegrate. Still no luck. Also just a note on the stuff I first posted. For Zandronum to run and not throw an error, in the shorter example of just inheriting DoomPlayer to replace it, you can't have the two code pointers that need to be inherited from StrifePlayer so I was using the enemy version of burn death with A_PlaySoundEx("human/imonfire", "Voice") instead of A_ItBurnsItBurns and with A_CrispyPlayer just deleted. 0 Share this post Link to post
0 Gokuma Posted October 19, 2019 Ran into another problem. Skin wads wouldn't work with this. So I inherited the DoomPlayer instead of Strife. Changed the player burn frames to enemy burn frames which is simply changes A_ItBurnsItBurns to A_PlaySoundEx("human/imonfire", "Voice") and removes A_CrispyPlayer, since those two code pointers require you to inherit the StrifePlayer. Fortunately with the new player class being added and set as the only class, my original intention of the DoomPlayer having these custom deaths works. The problem seems to be that you either can't have Skins when inheriting the StrifePlayer or you can't have a burning player see their helpless waving burning hands when inheriting the DoomPlayer. If I can't have both, having Skins work is the easy choice. Can't find anything for player actors that either allows or disallows skins and just seems to be a totally unspecified hardcoded thing native to certain Player actors. Either way I have the hands lower pointer removed from the FireHandsLower frames and added a final frame of just black charred hands still up (pretty morbid eh?). 0 Share this post Link to post
Keeping dying normal death and normal gib frames.
First I tried:
So then I tried:
Edited by GokumaShare this post
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