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jplstatic

ZDOOM: Adding Hexen Cleric and other enemies to Doom via Decorate

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actor DoomCleric 666
{
spawnid 4
obituary "%o was killed by a cleric."
health 30
radius 20
height 66
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:
CLER AB 10 A_Look
loop
See:
CLER AABBCCDD 4 A_Chase
loop
Missile:
CLER E 10 A_FaceTarget
CLER F 8 A_PosAttack
CLER E 8
goto See
Pain:
CLER G 3
CLER G 3 A_Pain
goto See
Death:
CLER H 5
CLER I 5 A_Scream
CLER J 5 A_NoBlocking
CLER K 5
CLER L -1
stop
XDeath:
CLER M 5
CLER N 5 A_XScream
CLER O 5 A_NoBlocking
CLER PQRST 5
CLER U -1
stop
Raise:
CLER KJIH 5
goto See
}
}



I can't figure it out?!? What am I doing wrong?!? aaagh. Can I only have the number of enemies that exist? It keeps saying DoomImp class already defined but when I make a new class Cleric it won't work either. :( anyone else capable of doing anything similar with good results?

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jplstatic said:

I can't figure it out?!? What am I doing wrong?!?



I have no idea. Please tell us your problem.

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if they are already in the executable can i just... create one in doom then?

the problem is this script won't work. line 1 or 4 perhaps? in the level i'm making the item 666 and it shows up as nothing in doombuilder so i know its an okay number.

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If you simply want to take an existing monster from something like Hexen and use it in Doom you do not have to use DECORATE unless you want to give it new behavior or something. To make it appear, just supply the missing graphics and use the ACS command "SpawnSpot" to make them appear in your map.

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aaaaa....



you must to!

go to KEYCONF!


AND!



clearplayerclasses
addplayerclass ClericClass
addplayerclass FighterClass
addplayerclass MageClass



BUT YOU NEED NOT ONLY THIS!YOU NEED FULL SPECTRE OF EVERYTHING!sprites,weapons,scripts.......


THIS IS MEGA HARD!



i never will to do this....it is very DIFFICULT to do this.....

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