Xaechireon Posted May 8, 2007 I've been working on a map (GZDoom), and its not been too long, and trying to learn DECORATE. When I finished up the DECORATE things I was done with and test ran the map, it told me floatbob and spawnceiling are unknown actor properties. I was wondering what I did wrong. Or whether GZDoom has DECORATE compatibility issues. 0 Share this post Link to post
Scientist Posted May 8, 2007 I think it would help if you posted your code. Make sure you place your flags before the states declaration. Also don't forget to set flags with a plus or minus, like: +FLOATBOB And make sure you're using the latest version of ZDoom. 0 Share this post Link to post
Xaechireon Posted May 8, 2007 How do I know when to add the plus or minus sign? 0 Share this post Link to post
Scientist Posted May 8, 2007 As far as I know you always use a plus or minus in front of a "flag". But then again how do you know what to call a "flag", "property" or "Behaviour" etc. check the wiki for possible flags: http://www.zdoom.org/wiki/index.php?title=Actor_flags 0 Share this post Link to post
Xaechireon Posted May 8, 2007 I thought I saw a few DECORATE lumps with flags and no plus, but whatever. Now I have this problem of the SPAWNCEILING flag not taking effect. There was a seperate thing with FLOATBOB and that worked. 0 Share this post Link to post
Scientist Posted May 9, 2007 If you want the SPAWNCEILING to work you need to set NOGRAVITY as well. 0 Share this post Link to post
Xaechireon Posted May 11, 2007 Thanks Scientist. I got another problem, its with replacement. I have browsed through several wads using DECORATE, and saw some of these actors replace the original one. I tried plunking it as actor ExitThing : Decoration replaces Techlamp2 86 actor ExitThing replaces Techlamp2 86 actor ExitThing replaces Techlamp2 Actor ExitThing : Decoration replaces Techlamp2 But only when I put it as actor ExitThing : Decoration 5555 will it work. But I don't want to create a new thing, I just want to replace a current thing, which I can't seem to do. 0 Share this post Link to post
Scientist Posted May 11, 2007 There are a number of ways to code this. Here's one: You need to redefine the Techlamp2 properties you want to change. example code:ExitThing { DoomEdNum 86 Sprite EXIT Frames AABBCCDDCCBB }This will is assuming you want to replace the techlamp sprite frames with your own. In the example above they are replaced with sprite frames named EXITA to D By giving your exit thing the same DoomEdNum as the original TechLamp the exit thing properties will overwrite those of the techlamp. You can even have it fire at you or die when shot. 0 Share this post Link to post
Xaechireon Posted May 11, 2007 I know the extent of what you can do with DECORATE. Do you know how to code it with the 'replace' word? 0 Share this post Link to post
Graf Zahl Posted May 11, 2007 Xaechireon said:Thanks Scientist. I got another problem, its with replacement. I have browsed through several wads using DECORATE, and saw some of these actors replace the original one. I tried plunking it as actor ExitThing : Decoration replaces Techlamp2 86 actor ExitThing replaces Techlamp2 86 actor ExitThing replaces Techlamp2 Actor ExitThing : Decoration replaces Techlamp2 But only when I put it as actor ExitThing : Decoration 5555 will it work. But I don't want to create a new thing, I just want to replace a current thing, which I can't seem to do. The problem is simple: Your version of GZDoom is too old. The Decoration class doesn't exist anymore so if that definition works it's time for you to upgrade. 0 Share this post Link to post
farhaven Posted May 11, 2007 besides,it should readactor ExitThing : Decoration replaces Techlamp2 0 Share this post Link to post
Xaechireon Posted May 12, 2007 I just made a DECORATE destructable thing, and when I kill it, it activates A_SpawnDebris. That works fine, but what I'm trying to make is that the things spawned fly out animated and then go to a crash state. Is there a way to do it? This is what I put Death: MBAG C 5 MBAG D 5 MBAG EFGH 5 A_SpawnDebris(dollarnote, 1) MBAG H-1 stop } Actor Dollarnote { health 10 radius 1 height 1 scale 0.25 states { spawn: CASH ABC 5 CASH ABC 5 CASH ABC 5 CASH ABC 5 CASH ABC 5 CASH ABC 5 CASH ABC 5 CASH ABC 5 CASH ABC 5 CASH ABC 5 CASH ABC 5 loop crash: CASH B 1 CASH B -1 stop } } 0 Share this post Link to post
Scientist Posted May 14, 2007 removing "loop" from the code might do it... 0 Share this post Link to post
Xaechireon Posted May 14, 2007 They go flopping on the ground for a while then they go limp. Also, the destructable thing has a tendency to fly away while tossing out the money. I set the mass to be 30, and it has the PUSHABLE flag. Is there a way to avoid making it fly? I also have this wad, which for some strange reason, will only give me a plasma gun and BFG9000 when I punch in the give all console command. I have no other weapons, not even my fist, and the number 2 for pistol isn't lighted up, although I start with it as per normal. Its really strange, because I can spawn the weapons on the floor, but I still can't pick them up. I have 2 DECORATE things but neither of them are weapons or projectiles. Wad is here. 0 Share this post Link to post
Xaechireon Posted May 16, 2007 Sorry about double posting, but I would really like some help with this problem. I realise its gone quite off topic from the original thread topic, but if I could just cram a few problems likely to be solved within 1 or 2 replies that'd be cool, I think so at least. 0 Share this post Link to post