fiend-o-hell Posted May 25, 2006 First off, im replacing the iwad's archvile directily with my own decorate version using the same doomed# and spawnid. I have a problem modifing the archvile's behavior because no matter how i change the missile states, it alweas does its same basic flame attack. No matter what AI action code pointer i use, i get the same results. What the hell?!?! 0 Share this post Link to post
dmdr Posted May 25, 2006 Post your decorate code first, then one of the more experienced ZDoom geezers will be able to tell you what's wrong. Can't do much till then really. 0 Share this post Link to post
fiend-o-hell Posted May 25, 2006 I don't think its neccessary, but if you want to look at it, be my guest. actor DEVILKIN 64 { spawnid 111 obituary "%o was incinerated by an Devilkin." health 500 radius 20 height 56 mass 500 speed 15 painchance 0 seesound "vile/sight" painsound "vile/pain" deathsound "vile/death" activesound "vile/active" MONSTER +FLOORCLIP +QUICKTORETALIATE states { Spawn: VILE AB 10 A_Look loop See: VILE AABBCCDDEEFF 2 A_VileChase loop Missile: TNT1 A 0 A_Jump(255,7) VILE G 0 bright A_VileStart VILE G 10 bright A_FaceTarget VILE H 8 bright A_VileTarget // See ArchvileFire VILE IJKLMN 8 bright A_FaceTarget VILE O 8 bright A_VileAttack VILE P 20 bright goto See VILE IJKLMN 4 bright A_FaceTarget VILE N 0 bright A_CustomMissile("DEVILKINAnnihilator",50,5,300) VILE N 0 bright A_CustomMissile("DEVILKINAnnihilator",50,5,0) VILE N 5 bright A_CustomMissile("DEVILKINAnnihilator",50,5,60) VILE P 25 bright goto See Heal: VILE "[\]" 10 bright goto See Pain: VILE Q 5 VILE Q 5 A_Pain goto See Death: VILE Q 7 VILE R 7 A_Scream VILE S 7 A_NoBlocking VILE TUVW 7 VILE XY 5 VILE Z -1 stop } } As you can see, not much has been modified from the original decorate code, im just trying to add attack moves. Dont pay heed to A_Jump(255,7) and other odd quirks,for its just test code. 0 Share this post Link to post
fiend-o-hell Posted May 25, 2006 So does anybody have this problem when trying to replace the archvile in decorate? Try using my code really quick to see what im talking about, but instead replace "DEVILKINAnnihilator" with A_BruisAttack or something. 0 Share this post Link to post
fiend-o-hell Posted May 25, 2006 Ah never mind. I can't believe i didnt catch such a simple mistake. I even unawarely pointed out where the problem was too! LOL. It was supposed to jump 9 frames, not 7. I guess i was to caught up in other stuff to see it. Well.....just to put this thread to use, im pleased to announce my new wad, DOOM:BARRENLAND, will be released in about 2 weeks. Its will incorparate many gzdoom features that will not only be aesthecaly pleasing, but fun. Ill post more information up around the forums a tad bit later, so check it out. Thanks. 0 Share this post Link to post
sundar Posted May 26, 2006 Someone should modify the Pain Elemental so that it leaves a corpse and can actually be ressurected. 0 Share this post Link to post
fiend-o-hell Posted May 26, 2006 For what? All you need to do is come up with the death sprites and put a -1 int. From the looks of it, isnt the raise state already defined? 0 Share this post Link to post
Graf Zahl Posted May 26, 2006 It is. And if you need some sprites where it leaves a body, you can find them in 'Cold as Hell'. 0 Share this post Link to post
sundar Posted May 27, 2006 Never knew there were death sprites available. And yes, I know the PE does have resurrection frames. Thanks for the info. 0 Share this post Link to post