D_GARG Posted December 1, 2011 so, I have this monster actor which I downloaded and modifyed for my own project, I edit this in XWE and it does save the code, but when I test the actor in GZDOOM via doombuilder it behaves like if I never modifyed it, infact it behaves exactly like the original WAD I started my work on. the DECORATE entry contains a shitload of code for many other actors I imported. So I need some help figure this pain out. here is code ////////////////////// //////Speed Demon///// /////By StarScream//// ////////////////////// ACTOR SpeedDemon : cacodemon 30122 { obituary "%o was to slow for a SpeedDemon." hitobituary "%o was swallowed by a SpeedDemon." health 1 radius 31 height 56 mass 400 speed 25 painchance 128 BloodColor "99 50 0" seesound "caco/sight" painsound "caco/pain" deathsound "caco/death" activesound "caco/active" attacksound "caco/melee" MONSTER +FLOAT +NOGRAVITY +DONTHARMSPECIES +DONTHURTSPECIES +FloatBob states { Spawn: PHED A 1 A_Look loop See: PHED A 3 A_Chase loop Missile: PHED B 0 A_Jump(128,14) PHED BC 5 A_FaceTarget PHED D 1 bright A_HeadAttack PHED B 0 A_FaceTarget PHED D 1 bright A_HeadAttack PHED B 0 A_FaceTarget PHED D 1 bright A_HeadAttack PHED B 0 A_FaceTarget PHED D 1 bright A_HeadAttack PHED B 0 A_FaceTarget PHED D 1 bright A_HeadAttack PHED CB 5 A_FaceTarget goto See PHED BC 5 A_FaceTarget PHED D 0 bright A_HeadAttack PHED D 0 bright A_HeadAttack PHED D 2 bright A_HeadAttack goto See Pain: PHED E 3 PHED E 3 A_Pain PHED F 6 goto See Death: PHED G 0 //ACS_ExecuteAlways(700, 0, 750) PHED G 8 A_ChangeFlag(FLOATBOB,0) PHED H 8 A_Scream PHED IJ 8 PHED K 8 A_NoBlocking PHED L -1 A_SetFloorClip stop Raise: PHED L 8 A_UnSetFloorClip PHED KJIHG 8 goto See } } 0 Share this post Link to post
Kappes Buur Posted December 1, 2011 I'm not well versed with DECORATE, but one thing to remember when using inheritance is not to duplicate code. See the note on top of the page http://zdoom.org/wiki/Classes:Cacodemon . I replaced the custom sprite reference with the AgathoDemon sprite. Seems to work, except it moves a bit jittery. ACTOR SpeedDemon : cacodemon 30122 { obituary "%o was too slow for a SpeedDemon." // too hitobituary "%o was swallowed by a SpeedDemon." health 1 // radius 31 // height 56 // mass 400 speed 25 // painchance 128 BloodColor "99 50 0" // seesound "caco/sight" // painsound "caco/pain" // deathsound "caco/death" // activesound "caco/active" // attacksound "caco/melee" // MONSTER // +FLOAT // +NOGRAVITY +DONTHARMSPECIES +DONTHURTSPECIES +FloatBob states { Spawn: AGAH A 1 A_Look loop See: AGAH A 3 A_Chase loop Missile: AGAH B 0 A_Jump(128,14) AGAH BC 5 A_FaceTarget AGAH D 1 bright A_HeadAttack AGAH B 0 A_FaceTarget AGAH D 1 bright A_HeadAttack AGAH B 0 A_FaceTarget AGAH D 1 bright A_HeadAttack AGAH B 0 A_FaceTarget AGAH D 1 bright A_HeadAttack AGAH B 0 A_FaceTarget AGAH D 1 bright A_HeadAttack AGAH CB 5 A_FaceTarget goto See AGAH BC 5 A_FaceTarget AGAH D 0 bright A_HeadAttack AGAH D 0 bright A_HeadAttack AGAH D 2 bright A_HeadAttack goto See // Pain: // AGAH E 3 // AGAH E 3 A_Pain // AGAH F 6 // goto See Death: AGAH G 0 //ACS_ExecuteAlways(700, 0, 750) AGAH G 8 A_ChangeFlag(FLOATBOB,0) AGAH H 8 A_Scream AGAH IJ 8 AGAH K 8 A_NoBlocking AGAH L -1 A_SetFloorClip stop Raise: AGAH L 8 A_UnSetFloorClip AGAH KJIHG 8 goto See } } http://files.drdteam.org/index.php/files/get/BQpSXI2C_9/speed-demon.zip 0 Share this post Link to post
D_GARG Posted December 1, 2011 could it be so, that I add // to the areas you did, and keep the sprites as they are and still have it working? 0 Share this post Link to post
Kappes Buur Posted December 1, 2011 If your sprites have a corresponding full set of rotations, then yes, by all means use them. I used the AgathoDemon just to show a different set of sprites from the standard ones. The lines marked with // are redundant in your code as they will be inherited from the original code. Basically, // turns anything behind them into comments and are ignored at compilation time. Therefore you can either keep them or delete them from your code. Yes, that should work for you. I included the example so that you can take it apart with Slade3. :-) 0 Share this post Link to post