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Immorpher

Adding Strife's Inquisitor to (G)ZDoom

Question

I have added a few custom enemies to GZDoom using decorate scripting, and I have a sprite edit I made of Strife's Inquisitor which I would like to add. ZDoom has a decorate script for it here: https://zdoom.org/wiki/Classes:Inquisitor

However when I brute force copy paste it into my decorate script and run it with a Doom 2 iwad in GZDoom the "action native" lines give errors. Maybe seems like those "action native" may require Strife? If so, then for Doom, will I need to reconstruct those actions myself?

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Did you read the huge yellow box at the top of the page? The actor is already in the game. Adding the sounds and sprites should be enough. If your sprites have different names you can inherit from the actor and just redefine the states with the new sprite names.

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8 hours ago, boris said:

Did you read the huge yellow box at the top of the page? The actor is already in the game. Adding the sounds and sprites should be enough. If your sprites have different names you can inherit from the actor and just redefine the states with the new sprite names.


It seems like even if I go through inheritance when it gets to the first Inquisitor action "A_InquisitorWalk" it gives an error that it's invalid. I attached my decorate script in case I have made some sort of other error

 

Spoiler

ACTOR 64RottingInquisitor REPLACES Inquisitor 7041
{
	//$Category "Monsters"
	//$Title "64RottingInquisitor"
	// Either remove toss gib or add junk
	Scale 0.72
	Species "64Inquisitor"
	BloodColor "AA AA AA"
	Obituary "%o succumbed to a Rotting Inquisitor!"
	Tag "Rotting Inquisitor"
	Dropitem "64RocketAmmo"
	Monster
	PainChance "Dodge", 0
	Health 2500
	Speed 12
	Radius 30
	Height 80
	Mass 0x7fffffff
	+DROPOFF
	+NOBLOODDECALS
	+BOSS
	+FLOORCLIP
	+DONTMORPH
	+NORADIUSDMG
	MaxDropOffHeight 32
	MinMissileChance 150
	SeeSound "inquisitor/sight"
	DeathSound "inquisitor/death"
	ActiveSound "inquisitor/active"
	
	
	States
		{
		Spawn:
			RI64 AB 10 A_Look
			Loop
		See:
			RI64 B 3 A_InquisitorWalk
			RI64 B 3 A_Chase
			RI64 CCDD 4 A_Chase
			RI64 E 3 A_InquisitorWalk
			RI64 E 3 A_InquisitorDecide
			Loop
		Missile:
			RI64 A 2 A_InquisitorDecide
			RI64 F 6 A_FaceTarget
			RI64 G 8 Bright A_ReaverRanged
			RI64 G 8 A_ReaverRanged
			Goto See
		Grenade:
			RI64 K 12 A_FaceTarget
			RI64 J 6 Bright A_InquisitorAttack
			RI64 K 12
			Goto See
		Jump:
			RI64 H 8 Bright A_InquisitorJump
			RI64 I 4 Bright A_InquisitorCheckLand
			RI64 H 4 Bright A_InquisitorCheckLand
			Goto Jump+1
		Death:
			RI64 L 0 A_StopSoundEx("Item")
			RI64 L 4 A_TossGib
			RI64 M 4 A_Scream
			RI64 N 4 A_TossGib
			RI64 O 4 Bright A_Explode(128, 128, 1, 1)
			RI64 P 4 Bright A_TossGib
			RI64 Q 4 Bright A_NoBlocking
			RI64 RSTUV 4 A_TossGib
			RI64 W 4 Bright A_Explode(128, 128, 1, 1)
			RI64 XY 4 Bright A_TossGib
			RI64 Z 4 A_TossGib
			RI64 "[" 4 A_TossGib
			RB64 A 3 A_TossGib
			RI64 "]" 3 Bright A_Explode(128, 128, 1, 1)
			RB64 A 3 Bright A_TossArm
			RB64 B 3 Bright A_TossGib
			RB64 CD 3 A_TossGib
			RB64 E -1
			Stop
  }
}

ACTOR InquisitorArm
{
  Speed 25
  +NOBLOCKMAP
  +NOCLIP
  +NOBLOOD
  States
  {
  Spawn:
    RB64 FG 5 Bright
    RB64 H -1
    Stop
  }
}

 

 

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38 minutes ago, Immorpher said:

It seems like even if I go through inheritance when it gets to the first Inquisitor action "A_InquisitorWalk" it gives an error that it's invalid. I attached my decorate script in case I have made some sort of other error

 

You're not inheriting, you're just replacing. That are two different things.

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2 hours ago, boris said:

 

You're not inheriting, you're just replacing. That are two different things.

 
Oh duh! I did it once before but forgot. Thank you for clarifying, worked like a charm.

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