Bour Fy Posted March 30, 2007 Hi ppl, I'm new here and just started to make my own ZDoom map (Doom in Hexen format) and got immediatelly problems when trying to create new decorations and monsters. Here's what my script looks like and what error the compiler gives to me when I try to compile it: actor ZombieMan 3004 { spawnid 4 obituary "%o was killed by a zombieman." health 20 radius 20 height 56 mass 100 speed 8 painchance 200 seesound "grunt/sight" attacksound "grunt/attack" painsound "grunt/pain" deathsound "grunt/death" activesound "grunt/active" dropitem "Clip" 256 MONSTER +FLOORCLIP states { Spawn: POSS AB 10 A_Look loop See: POSS AABBCCDD 4 A_Chase loop Missile: POSS E 10 A_FaceTarget POSS F 8 A_PosAttack POSS E 8 goto See Pain: POSS G 3 POSS G 3 A_Pain goto See Death: POSS H 5 POSS I 5 A_Scream POSS J 5 A_NoBlocking POSS K 5 POSS L -1 stop XDeath: POSS M 5 POSS N 5 A_XScream POSS O 5 A_NoBlocking POSS PQRST 5 POSS U -1 stop Raise: POSS KJIH 5 goto See } } As you can see, it's directly from http://www.zdoom.org/wiki/index.php?title=Creating_new_monsters_or_other_complex_items and I think it SHOULD work, but for me, it isn't. Here's the error it gives me when trying to compile: Line 8 in file "script.acs" ... script.acs:8: Invalid declarator. > actor > ^ The ACS compiler did not compile your script. I also tried to add the line "#include "zcommon.acs"" at the beginning of the script with no good result. So the million dollars question goes like this: WHAT AM I DOING WRONG HERE? 0 Share this post Link to post
Glassyman Posted March 30, 2007 You have to copy it in DECORATE lump NOT in the DB scripts section! 0 Share this post Link to post
Bour Fy Posted March 30, 2007 Glassyman said:You have to copy it in DECORATE lump NOT in the DB scripts section! Umm explain a bit? I thought the scripting could be done by going to the "Script > Edit BEHAVIOR lump..." in Doom Builder, and if that's not the way to do it, then what is? 0 Share this post Link to post
Dutch Doomer Posted March 30, 2007 You need something like xwe to make an decorate entry and drop that stuff in there.Just open your zdoom map in xwe click entry new and type DECORATE and paste your actor stuff in there. 0 Share this post Link to post
Glassyman Posted March 30, 2007 Bour Fy said:I thought the scripting could be done by going to the "Script > Edit BEHAVIOR lump..." in Doom Builder Correct. But this is the method to write scripts(behaviour of the map) not actors (new enemies, weapons, etc.). Here are instructions to create the DECORATE lump. But first you must download this tool. 0 Share this post Link to post
Craigs Posted March 30, 2007 Bour Fy said:Umm explain a bit? I thought the scripting could be done by going to the "Script > Edit BEHAVIOR lump..." in Doom Builder, and if that's not the way to do it, then what is? ACS is for level scripting. Not making new monsters. To modify exsisting monsters you need to make a dehacked lump and to make new ones you need to make a decorate lump. 0 Share this post Link to post
Bour Fy Posted March 30, 2007 Thanks ppl, that helped alot. Didn't know about all these different lumps till now.. Okay, so now I managed to get this work so that the name of the sprite shows now under the decorations-category in the Things-menu in Doom Builder, but it doesn't show the actual image, only it's name. I'm guessing that the imageformat I'm using is wrong somehow. What size etc should the source image (for a decor, for example) be? 64x64 pixels, bmp or png, what kind of color-system etc? 0 Share this post Link to post
EarthQuake Posted March 30, 2007 I wouldn't worry about something as trivial as the in-editor image for your thing. Just insert it and go. You can always tell what they are by hovering over them in your editor. Does the thing actually work when you run the game? 0 Share this post Link to post