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MTrop

MTrop's Doom Tools Update (DMXConv, DImgConv, DECOHack, DoomMake)

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44 minutes ago, CrazyDoomguy said:

BFGmissile￯ᄏ﾿

You still have invisible characters here.

 

Just delete the entire end of the line (from the 'l' of missile to the end) and type it back manually.

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5 hours ago, Gez said:

You still have invisible characters here.

 

Just delete the entire end of the line (from the 'l' of missile to the end) and type it back manually.

Thank you! Now its works!!!! (DSDA-Doom 0.24.3) Now I can create tarachillax 7 :))

 

Unbenannt.png

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I'm trying to make a more powerful shotgun.

1. Is there possible create new waepon slot in 2.3? (Shotgun, Supershotgun, OPShotgun)

2. There are options how many bullet need for this shotgun? In doomtols there is no concept of "Weapon.AmmoUse 2"

3. How can I increase the number of bullets + damage per bullet when shooting? (A_WeaponProjectile)

Supershotgun

BulletPuff

 

My sketch. I can't define a new weapon slot. Also I don't know what is the code for the bullet. The test shows that the bullet explodes in front of me and not until the end

Spoiler

auto thing OPShotgun "OPShotgun"
{
    edNum 3000
    
    Radius 20
    Height 16
    +SPECIAL
    Mass 100
    States
    {
        Spawn:
        SGN2 A -1
        Stop
    }
}

 

auto thing FireballTrail "FireballTrail"
{
  +NOBLOCKMAP
  +NOGRAVITY
  +TRANSLUCENT
  Speed 1
  Mass 5
  States
  {
  Spawn:
    PUFF A 4 Bright
    PUFF B 4
  Melee:
    PUFF CD 4
    Stop
  }
}
                
weapon 2
    {    
    ammotype 2
      States
      {
      Ready:
        SHT2 A 1 A_WeaponReady
        Loop
      Deselect:
        SHT2 A 1 A_Lower
        Loop
      Select:
        SHT2 A 1 A_Raise
        Loop
      Fire:
        SHT2 A 3
        SHT2 A 7 A_WeaponProjectile(FireballTrail,0,0,0,0)
        SHT2 B 7
        SHT2 C 7 A_CheckReload
        SHT2 D 7 A_OpenShotgun2
        SHT2 E 7
        SHT2 F 7 A_LoadShotgun2
        SHT2 G 6
        SHT2 H 6 A_CloseShotgun2
        SHT2 A 5 A_ReFire
        Goto Ready
      Flash:
        SHT2 I 4 Bright A_Light1
        SHT2 J 3 Bright A_Light2
        Goto LightDone
  }
}

 

Edited by CrazyDoomguy

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I found a site https://github.com/kraflab/mbf21/blob/master/docs/spec.md and this is what I was looking for. There doesn't seem to be a way to add a new weapon slot. I can only replace

 

Spoiler

weapon 7
    {    
    ammotype 1
    
    clear flags

      States
      {
      Ready:
        SHT2 A 1 A_WeaponReady
        Loop
      Deselect:
        SHT2 A 1 A_Lower
        Loop
      Select:
        SHT2 A 1 A_Raise
        Loop
      Fire:
        SHT2 A 3
        SHT2 A 7 A_WeaponBulletAttack(15,15,200,5,3)
        SHT2 B 7
        SHT2 C 7 A_CheckReload
        SHT2 D 7 A_OpenShotgun2
        SHT2 E 7
        SHT2 F 7 A_LoadShotgun2
        SHT2 G 6
        SHT2 H 6 A_CloseShotgun2
        SHT2 A 5 A_ReFire
        Goto Ready
      Flash:
        SHT2 I 4 Bright A_Light1
        SHT2 J 3 Bright A_Light2
        Goto LightDone
      Spawn:
        SGN2 A -1
        Stop        
  }
}

 

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I found problem - I cant create custom obstacle.

If you write exactly the same code an existing class but under a different EdNum number, then the tree does not appear https://zdoom.org/wiki/Classes:BigTree

 

 

Spoiler

auto thing BigTree
{

  EdNum1001


  Radius 32
  Height 108
  +SOLID
  States
  {
  Spawn:
    TRE2 A -1
    Stop
  }
}

 

 

auto thing BaronStatue
{
  EdNum 1300

  Radius 24
  Height 80
  
  clear flags
  +SOLID
  
  States
  {
  Spawn:
    SP03 A -1
    Stop
  }
}

 

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20 minutes ago, boris said:

You're missing a space after "EdNum".

Even with this it dont work. You can test

 

auto thing treeXXL
{

  EdNum 1001


  Radius 32
  Height 108
  +SOLID
  States
  {
  Spawn:
    TRE2 A -1
    Stop
  }
}

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29 minutes ago, boris said:

I tested it and it works just fine.

Did you tested with DSDA-doom 0.24.3? I dodnt see things

 

Spoiler

image.png.8291f56f9ec96decb34d3245a4749b6e.png

Unbenannt.png.8f17b96718f8d9de4502ee5b463f74dc.png

 

 

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Looks like you're not loading the resulting DeHackEd file.

 

grafik.png.477d2b7206d4f6c2a04dd68be438846a.png

(That screenshot is from the UDB R3962).

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1 hour ago, boris said:

Looks like you're not loading the resulting DeHackEd file.

(That screenshot is from the UDB R3962).

I got it. You use UDM but I used GZdoombuilder or DoomBuilder2. Now I use UDM too

I copied dehacked.deh from generated file (build) and paste into another WAD for test. It seems I should play around with generated WAD, otherwise I may get weird errors (no obstacles appear, error something with args). Do you have any tricks how to start testing quickly after dehacked.deh generation?

 

image.png.19a9dd34157be62c6208381fe105e229.png

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What does it mean?

 

image.png.f1977c107c99b5df1f7621c343addf90.png

image.png.b05096bc91799b73119e2bc21572a19a.png

#solved: there missed SP03A2

 

Spoiler

auto thing AbnormCyber "AbnormCyber"
    {
    //$Category Monsters/Strong
    //$EditorSprite SP03A1
    
        EdNum 1101
        
        Health 4000
        Speed 16
        Radius 40
        Height 110
        Damage 0
        ReactionTime 8
        PainChance 20
        Mass 1000
    
        clear flags
        +SOLID
        +SHOOTABLE
        +COUNTKILL
    
        SeeSound "cybsit"
        AttackSound ""
        PainSound "dmpain"
        DeathSound "cybdth"
        ActiveSound "dmact"
        
        states
        {
              Spawn:
                SP03 AB 10 A_Look
                Loop
              See:
                SP03 A 3 A_Hoof
                SP03 ABBCC 3 A_Chase
                SP03 D 3 A_Metal
                SP03 D 3 A_Chase
                Loop
              Missile:
                SP03 E 6 A_FaceTarget
                SP03 F 0 A_MonsterProjectile(Rocket, 0, 0, 0, 0)
                SP03 F 0 A_MonsterProjectile(Rocket, 0, 0, 80, 0)
                SP03 F 0 A_MonsterProjectile(Rocket, 0, 0, -80, 0)
                SP03 F 0 A_MonsterProjectile(Rocket, 0, 0, 160, 0)
                SP03 F 0 A_MonsterProjectile(Rocket, 0, 0, -160, 0)
                SP03 F 0 A_MonsterProjectile(Rocket, 0, 0, 240, 0)
                SP03 F 0 A_MonsterProjectile(Rocket, 0, 0, -240, 0)
                SP03 F 0 A_MonsterProjectile(Rocket, 0, 0, 0, 30)
                SP03 F 0 A_MonsterProjectile(Rocket, 0, 0, 80, 30)
                SP03 F 0 A_MonsterProjectile(Rocket, 0, 0, -80, 30)
                SP03 F 0 A_MonsterProjectile(Rocket, 0, 0, 160, 30)
                SP03 F 0 A_MonsterProjectile(Rocket, 0, 0, -160, 30)
                SP03 F 0 A_MonsterProjectile(Rocket, 0, 0, 240, 30)
                SP03 F 12 A_MonsterProjectile(Rocket, 0, 0, -240, 30)
                Goto See
              Pain:
                SP03 G 10 A_Pain
                Goto See
              Death:
                SP03 H 10
                SP03 I 10 A_Scream
                SP03 JKL 10
                SP03 M 10 A_Fall
                SP03 NO 10
                SP03 P 30
                SP03 P -1 A_BossDeath
                Stop
        }
    }    

 

Edited by CrazyDoomguy

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On 5/29/2022 at 8:31 AM, CrazyDoomguy said:

I found a site https://github.com/kraflab/mbf21/blob/master/docs/spec.md and this is what I was looking for. There doesn't seem to be a way to add a new weapon slot. I can only replace

 

  Hide contents

weapon 7
    {    
    ammotype 1
    
    clear flags

      States
      {
      Ready:
        SHT2 A 1 A_WeaponReady
        Loop
      Deselect:
        SHT2 A 1 A_Lower
        Loop
      Select:
        SHT2 A 1 A_Raise
        Loop
      Fire:
        SHT2 A 3
        SHT2 A 7 A_WeaponBulletAttack(15,15,200,5,3)
        SHT2 B 7
        SHT2 C 7 A_CheckReload
        SHT2 D 7 A_OpenShotgun2
        SHT2 E 7
        SHT2 F 7 A_LoadShotgun2
        SHT2 G 6
        SHT2 H 6 A_CloseShotgun2
        SHT2 A 5 A_ReFire
        Goto Ready
      Flash:
        SHT2 I 4 Bright A_Light1
        SHT2 J 3 Bright A_Light2
        Goto LightDone
      Spawn:
        SGN2 A -1
        Stop        
  }
}

 

Is this that strict? I'm trying to make a non-replacing weapon too.

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