Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Sebby113346

How can I mod Marines Best Friend

Recommended Posts

Posted (edited)

The mod runs on Prboom if that helps any. Anyhoo I want to make it so that the dog npc is always friendly and doesn't require a command to spawn. Any help?

(i am a fullon nooby)

Edited by Sebby113346

Share this post


Link to post
4 hours ago, Sebby113346 said:

The mod runs on Prboom if that helps any.

Well MBF is a source port just like PrBoom. The helper dog is already friendly, so i take it you just want it to exist without using the command for it?

 

Some sources on this:

Helper Dogs

Friendly Monsters

 

Which mod are we talking about by the way?

 

Share this post


Link to post

Oh I'm just redesigning the dog to be Isabelle like the little Nintendo fuck-boy I am. I love Doom to though, don't get me wrong.

Share this post


Link to post
6 hours ago, Redneckerz said:

The helper dog is already friendly, so i take it you just want it to exist without using the command for it?

Yeah! But how do I do that exactly?

Share this post


Link to post
1 minute ago, Sebby113346 said:

Yeah! But how do I do that exactly?

I would assume through an ini, a script or a source hack. I am not knowledgable enough for that answer.

 

But you want to do this through PrBoom, or MBF?

Share this post


Link to post
Posted (edited)
4 minutes ago, Redneckerz said:

I would assume through an ini, a script or a source hack. I am not knowledgable enough for that answer.

 

But you want to do this through PrBoom, or MBF?

Yeah I want it to run through Prboom

Actually does the dog have a decorate file? I couldn't find one

Share this post


Link to post
27 minutes ago, Sebby113346 said:

Yeah I want it to run through Prboom

Actually does the dog have a decorate file? I couldn't find one

ZDoom has a HelperDog class. But you are using PrBoom, however.

Share this post


Link to post

Well if you know anyone who can possibly help me with this can you point them towards me? (sorry if i'm taking up your time)

Share this post


Link to post
2 hours ago, Redneckerz said:

ZDoom has a HelperDog class. But you are using PrBoom, however.

Actually in the read me it says

"2C. Dogs

Dogs, which are mobj #140, have Doomednum 888 (i.e. Thing Type #888). They
are not spawned as friendly dogs, unless explicitly marked as friendly by the
friendly thing flag, or unless the entire species (140) is marked friendly.
But this doesn't affect the normal spawning of dogs as friendly coop player
replacements -- players or their bot replacements are always friends.

Dogs have these lumps embedded inside the .exe, which can be modified by wads"

 

What does that mean?

Share this post


Link to post

I think this already exists in ZDoom right? https://youtu.be/cQz8dYfUtDE

 

Idk if it's always there or if it needs to be spawned in.

 

I think if you went the ZDoom DECORATE route you could make a new Isabelle class in DECORATE using this guide

https://zdoom.org/wiki/New_User's_Guide_to_editing_with_DECORATE

 

something like

actor Isabelle : Isabelle replaces MBFHelperDog
{
// make dog friendly somehow
}

As for not needing a command to spawn that's more difficult. Maybe replacing a pickup with your new actor?

It's been a long time since I've messed much with DECORATE so I don't know much of the specifics

Share this post


Link to post
15 hours ago, DuckReconMajor said:

I think this already exists in ZDoom right? https://youtu.be/cQz8dYfUtDE

 

Idk if it's always there or if it needs to be spawned in.

 

I think if you went the ZDoom DECORATE route you could make a new Isabelle class in DECORATE using this guide

https://zdoom.org/wiki/New_User's_Guide_to_editing_with_DECORATE

 

something like


actor Isabelle : Isabelle replaces MBFHelperDog
{
// make dog friendly somehow
}

As for not needing a command to spawn that's more difficult. Maybe replacing a pickup with your new actor?

It's been a long time since I've messed much with DECORATE so I don't know much of the specifics

The problem is that I cannot find a decorate for the dog, If I did then I wouldn't have made this post

Share this post


Link to post

However I found this and copied onto a .TXT

 

ACTOR MBFHelperDog
{
  Health 500
  Speed 10
  PainChance 180
  Radius 12
  Height 28
  Mass 100
  Monster
  +JUMPDOWN
  ActiveSound "dog/active"
  AttackSound "dog/attack"
  DeathSound "dog/death"
  PainSound "dog/pain"
  SeeSound "dog/sight"
  Obituary "$OB_DOG" // "%o was mauled by a dog."
  States
  {
  Spawn:
    DOGS AB 10 A_Look
    Loop
  See:
    DOGS AABBCCDD 2 A_Chase
    Loop
  Melee:
    DOGS EF 8 A_FaceTarget
    DOGS G 8 A_SargAttack
    Goto See
  Pain:
    DOGS H 2
    DOGS H 2 A_Pain
    Goto See
  Death:
    DOGS I 8
    DOGS J 8 A_Scream
    DOGS K 4
    DOGS L 4 A_Fall
    DOGS M 4
    DOGS N -1
  Raise:
    DOGS NMLKJI 5
    Goto See
  }
}

 

 

Is this its decorate? I'm not sure...

Share this post


Link to post
Posted (edited)
1 hour ago, Sebby113346 said:

Sweet but can I put that into a Doom2 wad? Also I already use Slade and it the best!

 

Yes, you can insert the code into an original DOOM2 format pwad with Slade3.

However, since vanilla ports do not know anything about G/ZDoom features the HelperDog will do either nothing or probably crash PrBoom.

 

When you copied the DECORATE script from the WIKI page you should have read the contents of the yellow box on top. So, the new actor classname would be something like: 

 

Actor MyHelperDog : MBFHelperDog DoomEd number

 

Which means that the new Dog will inherit all attributes and only changes whatever attribute you alter. And the DoomEd number must be unique.

 

 

Edited by Kappes Buur

Share this post


Link to post
Posted (edited)
1 hour ago, Kappes Buur said:

 

Yes, you can insert the code into an original DOOM2 format pwad with Slade3.

However, since vanilla ports do not know anything about G/ZDoom features the HelperDog will do either nothing or probably crash PrBoom.

 

When you copied the DECORATE script from the WIKI page you should have read the contents of the yellow box on top. So, the new actor classname would be something like: 

 

Actor MyHelperDog : MBFHelperDog DoomEd number

 

Which means that the new Dog will inherit all attributes and only changes whatever attribute you alter. And the DoomEd number must be unique.

 

 

Here if this helps I can give you the files. I don't know if it includes any of it's data.

Files.zip

Edited by Sebby113346

Share this post


Link to post
Posted (edited)
44 minutes ago, Sebby113346 said:

Any luck?

 

Okay, you are new to this.

files.zip just contains some lumps in random order. It is certainly not a wad file with a map.

Upload the wad file which you created with a map editor.

 

If you have difficulty with that, then I suggest reading the text linked in this tutorial.

 

 

 

Share this post


Link to post

Unless there's some crazy thing you can do in DeHacked, to make this work in MBF you'd probably need to build and edit the source code yourself.

Which I think is always a worthwhile thing to try but will take a lot of learning and trying things.

 

Is there something this doesn't do that you want? Aside from prboom/MBF compatibility?

Share this post


Link to post
1 hour ago, Kappes Buur said:

 

Okay, you are new to this.

files.zip just contains some lumps in random order. It is certainly not a wad file with a map.

Upload the wad file which you created with a map editor.

 

If you have difficulty with that, then I suggest reading the text linked in this tutorial.

 

 

 

Sorry about that...
The files that are towards the bottom are what I added

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×