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Betelgeuse

Dehacked : Monster keeps refiring infinitely.

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I suspect it's because frame states naturally advance from one to the next, and your next frame after FatAttack 3 goes back to Face Target (737), which continues to the attack states. 738, 739, 740, 741, then back to 737. You've placed it in a loop.

 

For reference, look at the frames of monsters you have not changed yet and see what they do after their attack. I suspect that it likely goes back to a Look or Chase state.

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The final state of a monster's attack must return to a chase state unless it has a refire action (which returns to the first chase state if the target is dead or out of sight). State 741's next state should be 728, not 737.

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26 minutes ago, Foxpup said:

The final state of a monster's attack must return to a chase state unless it has a refire action (which returns to the first chase state if the target is dead or out of sight). State 741's next state should be 728, not 737.

The state after the fatattack3 is unchangable,

I cannot change the action of it

EDIT: Here is the deh, Hope you can figure out what's wrong.

MINITESTHEXEN.7z

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What are you talking about? You already changed the action (it was originally CPosRefire, not FatAttack3), and absolutely nothing prevents changing the next frame. Here, I fixed it for you:

 

Patch File for DeHackEd v3.0
# Created with WhackEd4 1.2.4 BETA
# Note: Use the pound sign ('#') to start comment lines.

Doom version = 21
Patch format = 6


Frame 741
Next frame = 728

Frame 742
Sprite subnumber = 0

Pointer 415 (Frame 738)
Codep Frame = 377

Pointer 417 (Frame 740)
Codep Frame = 380

Pointer 418 (Frame 741)
Codep Frame = 383

 

See? Next frame = 728, simple as that. What's the problem?

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15 minutes ago, Betelgeuse said:

The state after the fatattack3 is unchangable, 

The state with fatattack3 itself is pointing to frame 737 (column "Next"). It should point to some Chase state, such as 728. You can change the "Next" of absolutely any state.

 

 

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25 minutes ago, Foxpup said:

What are you talking about? You already changed the action (it was originally CPosRefire, not FatAttack3), and absolutely nothing prevents changing the next frame. Here, I fixed it for you:

 


Patch File for DeHackEd v3.0
# Created with WhackEd4 1.2.4 BETA
# Note: Use the pound sign ('#') to start comment lines.

Doom version = 21
Patch format = 6


Frame 741
Next frame = 728

Frame 742
Sprite subnumber = 0

Pointer 415 (Frame 738)
Codep Frame = 377

Pointer 417 (Frame 740)
Codep Frame = 380

Pointer 418 (Frame 741)
Codep Frame = 383

 

See? Next frame = 728, simple as that. What's the problem?

Oh brilliant, Idk what happened.

Can you make it so that the monster fires 18 mancubus balls?

 

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Btw how did you make it so it's face target, fat attack, face target AGAIN, then fat attack again?

Did you duplicate it paste it or what. Cuz when I do that every frame becomes desynced.

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6 hours ago, Betelgeuse said:

Btw how did you make it so it's face target, fat attack, face target AGAIN, then fat attack again?

Did you duplicate it paste it or what. Cuz when I do that every frame becomes desynced.

Again, what are you talking about? I did no such thing. Literally all I did was change state 741's next state to 728. My DEH file is otherwise identical to the one you posted. The FatAttack actions were already like that; you can see this plainly in the screenshot you posted, too. I just assumed you did that and that it's what you wanted it to do in the first place. If not, where did this file even come from? Are you attempting to modify a DEH created by someone else without understanding how they did it? I feel like I'm missing something fundamental about what you're actually trying to do.

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My deh is face target, face target, fat attack 1 ,face trarget , fat attack 2, fat attack 3.

 

However your modified file is face target, fat attack 1, face target , fat attack 2. 

 

The actual way I want to do it.

 

 

EDIT: Wait. I feel like I am missing something.

Oh I see.

Ok, Is face target ,face target correct according to the sprite?

And then the fat attack is for the animation how ever I set the attack duration to 4. Is that the correct way to do it?

Edited by Betelgeuse

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I am having the same problem, this time i set the frame after the last attack frame to be a chase frame, still firing infinitely.

Help?

Screenshot 2023-11-09 143743.png

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They say the definition of insanity is doing the same thing repeatedly and expecting a different result. That's actually not the case: the definition of insanity is being mentally incapable of controlling one's actions or understanding the difference between right and wrong, and therefore being unable to be held legally or morally responsible for said actions. Still, it is the case that you're doing the same thing repeatedly and expecting a different result, so let's start there.

 

You still have state 741's next state inexplicably set to 737. (Also, I think you need to think harder about how your monster's pain and death states are going to work if you're overwriting them with an extended attack.)

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Slow down. Take your time and read your own code. Logically go through EACH STATE one by one and you'll see the issue.

 

Compare the NEXT column and see where that takes you - logically going through the states, we see that yep, they all go where they're supposed to... until, oh, there.

 

State 741's NEXT state is 737. This creates an infinite loop from 737 -> 741, never breaking back out of this.

 

Continuing on, lets see what else is going on.... Aha. States 743 and 744 both link back to the chase state, but different points in the chase state. That means that 743 will return bfore SkelMissile on State 744 is ever called, creating a redundant frame.

 

Look at the image below, I've drawn lines from each next state to the state they point to. I've highlighted potential outliers in red.

 

c224ccc88248d4d78cc1eca4ed5a31a4.png

 

 

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45 minutes ago, Foxpup said:

They say the definition of insanity is doing the same thing repeatedly and expecting a different result. That's actually not the case: the definition of insanity is being mentally incapable of controlling one's actions or understanding the difference between right and wrong, and therefore being unable to be held legally or morally responsible for said actions. Still, it is the case that you're doing the same thing repeatedly and expecting a different result, so let's start there.

 

You still have state 741's next state inexplicably set to 737. (Also, I think you need to think harder about how your monster's pain and death states are going to work if you're overwriting them with an extended attack.)

Oh wow, I am extremely sorry, I somehow thought 737 was set to 729.

19 minutes ago, Dragonfly said:

Slow down. Take your time and read your own code. Logically go through EACH STATE one by one and you'll see the issue.

 

Compare the NEXT column and see where that takes you - logically going through the states, we see that yep, they all go where they're supposed to... until, oh, there.

 

State 741's NEXT state is 737. This creates an infinite loop from 737 -> 741, never breaking back out of this.

 

Continuing on, lets see what else is going on.... Aha. States 743 and 744 both link back to the chase state, but different points in the chase state. That means that 743 will return bfore SkelMissile on State 744 is ever called, creating a redundant frame.

 

Look at the image below, I've drawn lines from each next state to the state they point to. I've highlighted potential outliers in red.

 

c224ccc88248d4d78cc1eca4ed5a31a4.png

 

 

Yeah I will slow down and pay attention to my code, anyway, thanks for helping me out

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Side not, Why can't I hit the monster?

I have the thing properties of "Obstacles" set on

 

EDIT: it was ticked on but it wasn't actually on the dehacked code for some reason, its fixed now.

OTHER EDIT: When i kill the monsters, they instantly get revived and become unkillable.

Edited by Betelgeuse

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16 minutes ago, Betelgeuse said:

OTHER EDIT: When i kill the monsters, they instantly get revived and become unkillable.

 

 

Could it be related to what was said above?

 

1 hour ago, Foxpup said:

(Also, I think you need to think harder about how your monster's pain and death states are going to work if you're overwriting them with an extended attack.)

 

As in, has your fancy new attack overwritten the monster's pain and death states? If the monsters do not have a proper death state, then they probably can't die as expected.

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2 minutes ago, Stabbey said:

has your fancy new attack overwritten the monster's pain and death states?

No. Not that I think of.

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For things like this, it's best to share the patch itself rather than post screenshots, that way everyone can see the full context rather than just isolated snippets. In this case it's likely that the bug is that the states for Pain and Death are assigned wrong, but that's configured in the Things editor, which isn't in the screenshot. Better to post the DEH rather than keep going back and forth with screenshots.

 

(This is a message worth spreading in general, I've seen a ton of people lately posting screenshots of SLADE instead of posting the wad, leading to this same sort of problem elsewhere.)

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1 hour ago, Xaser said:

For things like this, it's best to share the patch itself rather than post screenshots, that way everyone can see the full context rather than just isolated snippets. In this case it's likely that the bug is that the states for Pain and Death are assigned wrong, but that's configured in the Things editor, which isn't in the screenshot. Better to post the DEH rather than keep going back and forth with screenshots.

 

(This is a message worth spreading in general, I've seen a ton of people lately posting screenshots of SLADE instead of posting the wad, leading to this same sort of problem elsewhere.)

 

TEST.7z

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