Vegeta Posted December 13, 2003 How can I do to make a monster fire a railgun blast? I tried using MonsterRail in the frame that I want to use, but it didn't work. 0 Share this post Link to post
The Ultimate DooMer Posted December 13, 2003 Well, the only things I can think of are that somehow you didn't include the patch in the wad (eg. pressing 'cancel' by mistake when saving it), you didn't have the .bex extension on the file you loaded into the wad (.deh won't work, as it's a bex codepointer), there's a mistake somewhere else in the patch (it is quite complex if you're new to bex editing) or you're not using ZDoom. (no offence of course, but not everyone knows these things) BTW, can you put up a copy of your patch so we can see for ourselves? 0 Share this post Link to post
Cyb Posted December 13, 2003 you need to attach monsterrail to a specific frame and set the monster's missile damage in order to set the damage the rail will cause, otherwise it won't do any damage 0 Share this post Link to post
Nanami Posted December 13, 2003 Something like this is what you're looking for: [CODEPTR] Frame 185 = A_MonsterRail Thing 2 (Trooper) Missile damage = 10 0 Share this post Link to post
The Ultimate DooMer Posted December 14, 2003 It's not, the A_ is not needed: Thing 137 (Monster) Missile damage = 100 [CODEPTR] FRAME 726 = FaceTarget FRAME 727 = MonsterRail FRAME 728 = FaceTarget This will make the monster point at you, fire the shot (a damage of 100 equals that of the player and scripted marine railguns) and stay facing you for a short while after the shot. (obviously, substitute my frame/thing numbers with yours) 0 Share this post Link to post
Vegeta Posted December 14, 2003 Heh, I tried to do it in a deh patch, now I see. I just wanted to see how a spidermastermaind would look with an automatic railgun (with low missile damage of course). 0 Share this post Link to post
Nanami Posted December 14, 2003 The Ultimate DooMer said:It's not, the A_ is not needed: Thing 137 (Monster) Missile damage = 100 [CODEPTR] FRAME 726 = FaceTarget FRAME 727 = MonsterRail FRAME 728 = FaceTargetMy version works just fine, I took it directly from a patch I made that makes all the guns and all the monsters shoot railguns. 0 Share this post Link to post
Cyb Posted December 14, 2003 a_monsterrail is the internal name of the code pointer (all code pointers have a_ as a prefix) and when zdoom parses the code pointers of a dehacked patch it appends a_ to the beginning (for purposes of altering the doom actor) if it's not already there, so there's no difference 0 Share this post Link to post
Nanami Posted December 14, 2003 And the "FaceTarget" pointers are redundant. They don't need to be there. 0 Share this post Link to post
Cyb Posted December 14, 2003 if it's rapid fire they aren't. If you remove the face target pointers from a chaingunner (for example) he'll start off firing at you, but if you strafe around him he'll continue to fire in your original direction as if you had never moved 0 Share this post Link to post
Nanami Posted December 15, 2003 Hm. No... in my patch I don't use FaceTarget at all, and the chaingunners and arachnotrons always face me when they shoot. 0 Share this post Link to post
Enjay Posted December 15, 2003 That'll be because you still have the original face pointers in place. If you only replace the fire pointer for those enemies, then you haven't touched the face pointer and it will still work correctly. If you are making up a new fire sequence, then you will have to ensure a face pointer is part of it. 0 Share this post Link to post
Nanami Posted December 15, 2003 Yes, of course, but in both examples we were just replacing firing frames, weren't we? At least I was... I didn't check to see what frames UD replaced. 0 Share this post Link to post
Enjay Posted December 16, 2003 I was just trying to clarify things a little. I don't know if UD's example was an actual one, or just something done to illustrate the point. If it is a genuine one, then it will be part of something bigger because the frames concerned are the SS Nazi wait and first walk frames. So you were just replacing the firing frames, The Ultimate Doomer was constructing his own firing sequence. 0 Share this post Link to post