Gez Posted May 27, 2022 44 minutes ago, CrazyDoomguy said: BFGmissileᄏ 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. 2 Share this post Link to post
CrazyDoomguy Posted May 27, 2022 (edited) 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 :)) 3 Share this post Link to post
CrazyDoomguy Posted May 28, 2022 (edited) 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 May 28, 2022 by CrazyDoomguy 0 Share this post Link to post
CrazyDoomguy Posted May 29, 2022 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 } } 0 Share this post Link to post
CrazyDoomguy Posted May 30, 2022 (edited) 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 } } 0 Share this post Link to post
CrazyDoomguy Posted May 30, 2022 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 } } 0 Share this post Link to post
CrazyDoomguy Posted May 30, 2022 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 0 Share this post Link to post
boris Posted May 30, 2022 Looks like you're not loading the resulting DeHackEd file. (That screenshot is from the UDB R3962). 0 Share this post Link to post
CrazyDoomguy Posted May 30, 2022 (edited) 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? 0 Share this post Link to post
CrazyDoomguy Posted May 31, 2022 (edited) What does it mean? #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 May 31, 2022 by CrazyDoomguy 0 Share this post Link to post
SynarchyBattleDoge Posted December 2, 2023 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. 0 Share this post Link to post
Warden Posted December 10, 2023 (edited) nvm Edited December 10, 2023 by Warden 0 Share this post Link to post