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TheGameratorT

Can't get monster sprites to show on Doom

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Current Actor:

 

ACTOR Bonnie 10000
{
    var int user_chasing;
  Game Doom
  Health 2
  Radius 24
  Height 64
  Mass 1000
  Speed 1
  PainChance 0
  MeleeRange 42
  CameraHeight 72
  MaxStepHeight 32
  MaxDropOffHeight 32
  Monster
  +LOOKALLAROUND
  +SLIDESONWALLS
  +INVULNERABLE
  +NODAMAGE
  +DROPOFF
  SeeSound ""
  PainSound ""
  DeathSound ""
  ActiveSound ""
  Obituary "%o met their fate to Bonnie"

  States
  {
  Spawn:
    BONY A 1 A_LookEx (0, 0, 2048, 0, 180, "Chase") 
    "####" "#" 0 A_Jump(2,"Wander","Look","Look","Spawn")
    Loop
  Look:
    BONY BCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_LookEx (0, 0, 2048, 0, 180, "Chase") 
     "####" "#" 0 A_Jump(128,"Spawn","Spawn","Spawn","Wander")
    Loop
  Wander:
    BOYY B 2 A_Wander
    "####" "#" 0 A_LookEx (0, 0, 2048, 0, 180, "Chase") 
    BOYY B 0 A_ChangeVelocity(1,0,0,1)
    BOYY C 2 A_Wander
    "####" "#" 0 A_LookEx (0, 0, 2048, 0, 180, "Chase") 
    BOYY D 2 A_Wander
    "####" "#" 0 A_LookEx (0, 0, 2048, 0, 180, "Chase") 
    BOYY D 0 A_ChangeVelocity(1,0,0,1)
    BOYY E 2 A_Wander
    "####" "#" 0 A_LookEx (0, 0, 2048, 0, 180, "Chase") 
    BOYY F 2 A_Wander
    "####" "#" 0 A_LookEx (0, 0, 2048, 0, 180, "Chase") 
    BOYY F 0 A_ChangeVelocity(1,0,0,1)
    BOYY G 2 A_Wander
    "####" "#" 0 A_LookEx (0, 0, 2048, 0, 180, "Chase") 
    BOYY H 2 A_Wander
    "####" "#" 0 A_LookEx (0, 0, 2048, 0, 180, "Chase") 
    BOYY H 0 A_ChangeVelocity(1,0,0,1)
    BOYY I 2 A_Wander
    "####" "#" 0 A_PlaySound("pstepm",0,1.0)
    "####" "#" 0 A_LookEx (0, 0, 2048, 0, 180, "Chase") 
    BOYY J 2 A_Wander
    "####" "#" 0 A_LookEx (0, 0, 2048, 0, 180, "Chase") 
    BOYY J 0 A_ChangeVelocity(1,0,0,1)
    BOYY K 2 A_Wander
    "####" "#" 0 A_LookEx (0, 0, 2048, 0, 180, "Chase") 
    BOYY L 2 A_Wander
    "####" "#" 0 A_LookEx (0, 0, 2048, 0, 180, "Chase") 
    BOYY L 0 A_ChangeVelocity(1,0,0,1)
    BOYY M 2 A_Wander
    "####" "#" 0 A_LookEx (0, 0, 2048, 0, 180, "Chase") 
    BOYY N 2 A_Wander
    "####" "#" 0 A_LookEx (0, 0, 2048, 0, 180, "Chase") 
    BOYY N 0 A_ChangeVelocity(1,0,0,1)
    BOYY O 2 A_Wander
    "####" "#" 0 A_LookEx (0, 0, 2048, 0, 180, "Chase") 
    BOYY P 2 A_Wander
    "####" "#" 0 A_LookEx (0, 0, 2048, 0, 180, "Chase") 
    BOYY P 0 A_ChangeVelocity(1,0,0,1)
    BOYY Q 2 A_Wander
    "####" "#" 0 A_LookEx (0, 0, 2048, 0, 180, "Chase") 
    "####" "#" 0 A_Jump(8,"Look","Spawn","Spawn","Spawn")
    "####" "#" 0 A_Jump(32,"BreathingWander")
    Loop
  BreathingWander:
    "####" "#" 0 A_PlaySound("Breathing",0,1.0)
    Goto Wander
  Chase:
    //TNT1 A 0 ACS_EXECUTEALWAYS(50,0,0,0)
  ChaseBegin:
    TNT1 A 0 A_SetUserVar("user_chasing",0)
    TNT1 A 0 A_JumpIfInTargetInventory("TargetFastMoving", 1, "ChaseFastTarget")
    TNT1 A 0 A_JumpIfInTargetInventory("TargetSlowMoving", 1, "ChaseSlowTarget")
    TNT1 A 0 A_JumpIfInTargetInventory("TargetNotMoving", 1, "ChaseIdleTarget")
  ChaseFastTarget:
    TNT1 A 0 A_TakeInventory ("IsChasingSlow", 999)
    TNT1 A 0 A_TakeInventory ("IsChasingMed", 999)
    TNT1 A 0 A_GiveInventory ("IsChasingFast", 1)
    BOYY B 1 A_Chase
    //"####" "#" 0 A_FaceTarget(5)
    "####" "#" 0 A_ChangeVelocity(2,0,0,1)
    BOYY C 1 A_Chase
    //"####" "#" 0 A_FaceTarget(5)
    BOYY D 1 A_Chase
    //"####" "#" 0 A_FaceTarget(5)
    BOYY D 0 A_ChangeVelocity(1,0,0,1)
    BOYY E 1 A_Chase
    //"####" "#" 0 A_FaceTarget(5) 
    BOYY F 1 A_Chase
    //"####" "#" 0 A_FaceTarget(5)
    BOYY F 0 A_ChangeVelocity(2,0,0,1)
    BOYY G 1 A_Chase
    //"####" "#" 0 A_FaceTarget(5) 
    BOYY H 1 A_Chase
    //"####" "#" 0 A_FaceTarget(5)
    BOYY H 0 A_ChangeVelocity(1,0,0,1)
    BOYY I 1 A_Chase
    "####" "#" 0 A_PlaySound("pstepm",0,1.0)
    //"####" "#" 0 A_FaceTarget(5)
    BOYY J 1 A_Chase
    //"####" "#" 0 A_FaceTarget(5)
    BOYY J 0 A_ChangeVelocity(2,0,0,1)
    BOYY K 1 A_Chase
    //"####" "#" 0 A_FaceTarget(5)
    BOYY L 1 A_Chase
    //"####" "#" 0 A_FaceTarget(5)
    BOYY L 0 A_ChangeVelocity(1,0,0,1)
    BOYY M 1 A_Chase
    //"####" "#" 0 A_FaceTarget(5)
    BOYY N 1 A_Chase
    //"####" "#" 0 A_FaceTarget(5)
    BOYY N 0 A_ChangeVelocity(2,0,0,1)
    BOYY O 1 A_Chase
    //"####" "#" 0 A_FaceTarget(5)
    BOYY P 1 A_Chase
    //"####" "#" 0 A_FaceTarget(5)
    BOYY P 0 A_ChangeVelocity(1,0,0,1)
    BOYY Q 1 A_Chase
    //"####" "#" 0 A_FaceTarget(5)
    "####" "#" 0 A_ChangeVelocity(1,0,0,1)
    "####" "#" 0 A_Jump(32,"BreathingChase")
    "####" "#" 0 A_Jump(8,"ChaseFastTarget")
    "####" "#" 0 A_Jump(32,"ChaseSuperFastDecide")
    "####" "#" 0 A_JumpIfTargetInLOS ("ChaseFastTarget", 360, JLOSF_DEADNOJUMP, 0, 0)
    Goto ChaseBegin
  ChaseSuperFastDecide:
    TNT1 A 0 A_JumpIfTargetInLOS ("ChaseSuperFastTarget", 45, JLOSF_DEADNOJUMP, 0, 0)
    TNT1 A 0 A_JumpIfTargetInLOS ("ChaseFastTarget", 360, JLOSF_DEADNOJUMP, 0, 0)
    Goto ChaseBegin
  ChaseSuperFastTarget:
    TNT1 A 0 A_TakeInventory ("IsChasingSlow", 999)
    TNT1 A 0 A_TakeInventory ("IsChasingMed", 999)
    TNT1 A 0 A_GiveInventory ("IsChasingFast", 1)
    BOYY B 1 A_Chase
    "####" "#" 0 A_ChangeVelocity(1,0,0,1)
    BOYY D 1 A_Chase
    "####" "#" 0 A_ChangeVelocity(1,0,0,1)
    BOYY F 1 A_Chase
    "####" "#" 0 A_ChangeVelocity(1,0,0,1)
    BOYY H 1 A_Chase
    "####" "#" 0 A_ChangeVelocity(1,0,0,1)
    "####" "#" 0 A_PlaySound("pstepm",0,2.0)
    BOYY J 1 A_Chase
    "####" "#" 0 A_ChangeVelocity(1,0,0,1)
    BOYY L 1 A_Chase
    "####" "#" 0 A_ChangeVelocity(1,0,0,1)
    BOYY N 1 A_Chase
    "####" "#" 0 A_ChangeVelocity(1,0,0,1)
    BOYY P 1 A_Chase
    "####" "#" 0 A_ChangeVelocity(1,0,0,1)
    BOYY R 1 A_Chase
    "####" "#" 0 A_ChangeVelocity(1,0,0,1)
    BOYY T 1 A_Chase
    "####" "#" 0 A_ChangeVelocity(1,0,0,1)
    "####" "#" 0 A_PlaySound("pstepm",0,2.0)
    BOYY V 1 A_Chase
    "####" "#" 0 A_ChangeVelocity(1,0,0,1)
    "####" "#" 0 A_JumpIfTargetInLOS ("ChaseSuperFastTarget", 30, JLOSF_DEADNOJUMP, 0, 0)
    Goto ChaseBegin
  ChaseSlowTarget:
    TNT1 A 0 A_JumpIfCloser(896,"ChaseSlowTarget2")
    Goto ChaseFastTarget
  ChaseSlowTarget2:
    TNT1 A 0 A_TakeInventory ("IsChasingFast", 999)
    TNT1 A 0 A_TakeInventory ("IsChasingSlow", 999)
    TNT1 A 0 A_GiveInventory ("IsChasingMed", 1)
    BOYY B 4 A_Chase
    //"####" "#" 0 A_FaceTarget(5)
    "####" "#" 0 A_ChangeVelocity(1,0,0,1)
    BOYY C 4 A_Chase
    //"####" "#" 0 A_FaceTarget(5)
    BOYY D 4 A_Chase
    //"####" "#" 0 A_FaceTarget(5)
    BOYY D 0 A_ChangeVelocity(1,0,0,1)
    BOYY E 4 A_Chase
    //"####" "#" 0 A_FaceTarget(5) 
    BOYY F 4 A_Chase
    //"####" "#" 0 A_FaceTarget(5)
    BOYY F 0 A_ChangeVelocity(1,0,0,1)
    BOYY G 4 A_Chase
    //"####" "#" 0 A_FaceTarget(5) 
    BOYY H 4 A_Chase
    //"####" "#" 0 A_FaceTarget(5)
    BOYY H 0 A_ChangeVelocity(1,0,0,1)
    BOYY I 4 A_Chase
    "####" "#" 0 A_PlaySound("pstepm",0,1.0)
    //"####" "#" 0 A_FaceTarget(5)
    BOYY J 4 A_Chase
    //"####" "#" 0 A_FaceTarget(5)
    BOYY J 0 A_ChangeVelocity(1,0,0,1)
    BOYY K 4 A_Chase
    //"####" "#" 0 A_FaceTarget(5)
    BOYY L 4 A_Chase
    //"####" "#" 0 A_FaceTarget(5)
    BOYY L 0 A_ChangeVelocity(1,0,0,1)
    BOYY M 4 A_Chase
    //"####" "#" 0 A_FaceTarget(5)
    BOYY N 4 A_Chase
    //"####" "#" 0 A_FaceTarget(5)
    BOYY N 0 A_ChangeVelocity(1,0,0,1)
    BOYY O 4 A_Chase
    //"####" "#" 0 A_FaceTarget(5)
    BOYY P 4 A_Chase
    //"####" "#" 0 A_FaceTarget(5)
    BOYY P 0 A_ChangeVelocity(1,0,0,1)
    BOYY Q 4 A_Chase
    //"####" "#" 0 A_FaceTarget(5)
    "####" "#" 0 A_ChangeVelocity(1,0,0,1)
    "####" "#" 0 A_Jump(32,"BreathingChase","LookAround","BreathingChase","LookAround","ChaseFastTarget")
    "####" "#" 0 A_JumpIfTargetInLOS ("ChaseSlowTarget", 90, JLOSF_DEADNOJUMP, 0, 0)
    "####" "#" 0 A_JumpIfInTargetInventory("TargetFastMoving", 1, "ChaseFastTarget")
    "####" "#" 0 A_JumpIfInTargetInventory("TargetNotMoving", 1, "ChaseIdleTarget")
    Goto ChaseBegin
  ChaseIdleTarget:
    TNT1 A 0 A_JumpIfCloser(512,"ChaseIdleTarget2")
    Goto ChaseSlowTarget2
  ChaseIdleTarget2:
    TNT1 A 0 A_JumpIfInTargetInventory("TargetFastMoving", 1, "ChaseFastTarget")
    TNT1 A 0 A_TakeInventory ("IsChasingFast", 999)
    TNT1 A 0 A_TakeInventory ("IsChasingMed", 999)
    TNT1 A 0 A_GiveInventory ("IsChasingSlow", 1)
    BOYY B 7 A_Chase
    "####" "#" 0 A_ChangeVelocity(1,0,0,1)
    BOYY C 7 A_Chase
    BOYY D 7 A_Chase
    BOYY D 0 A_ChangeVelocity(1,0,0,1)
    BOYY E 7 A_Chase
    BOYY F 7 A_Chase
    BOYY F 0 A_ChangeVelocity(1,0,0,1)
    BOYY G 7 A_Chase 
    BOYY H 7 A_Chase
    BOYY H 0 A_ChangeVelocity(1,0,0,1)
    BOYY I 7 A_Chase
    "####" "#" 0 A_PlaySound("pstepm",0,1.0)
    BOYY J 7 A_Chase
    BOYY J 0 A_ChangeVelocity(1,0,0,1)
    BOYY K 7 A_Chase
    BOYY L 7 A_Chase
    BOYY L 0 A_ChangeVelocity(1,0,0,1)
    BOYY M 7 A_Chase
    BOYY N 7 A_Chase
    BOYY N 0 A_ChangeVelocity(1,0,0,1)
    BOYY O 7 A_Chase
    BOYY P 7 A_Chase
    BOYY P 0 A_ChangeVelocity(1,0,0,1)
    BOYY Q 7 A_Chase
    "####" "#" 0 A_ChangeVelocity(1,0,0,1)
    "####" "#" 0 A_Jump(52,"BreathingChase","LookAround")
    "####" "#" 0 A_JumpIfTargetInLOS ("ChaseIdleTarget", 15, JLOSF_DEADNOJUMP, 0, 0)
    "####" "#" 0 A_Jump(112,"LoseTarget","LookAround","Standing","Standing")
    Goto ChaseBegin
  BreathingChase:
    "####" "#" 0 A_PlaySound("Breathing",0,1.0)
    Goto ChaseBegin
  ChasingEnd:
    "####" "#" 0 A_JumpIfTargetInLOS ("ChaseBegin", 270, JLOSF_DEADNOJUMP, 1024, 0)
    "####" "#" 0 A_JumpIfInTargetLOS ("ChaseBegin", 45, JLOSF_DEADNOJUMP, 1024, 0)
    Goto LoseTarget
  LoseTarget:
    TNT1 A 0 A_ClearTarget
    //TNT1 A 0 ACS_EXECUTEALWAYS(51,0,0,0)
  LookAround:
    TNT1 A 0 A_TakeInventory ("IsChasingFast", 999)
    TNT1 A 0 A_TakeInventory ("IsChasingMed", 999)
    TNT1 A 0 A_TakeInventory ("IsChasingSlow", 999)
    BONY BCDEFGHIJKLMNOPQRSTUVWXYZ 1
    Goto Spawn
  Standing:
    TNT1 A 0 A_TakeInventory ("IsChasingFast", 999)
    TNT1 A 0 A_TakeInventory ("IsChasingMed", 999)
    TNT1 A 0 A_TakeInventory ("IsChasingSlow", 999)
    BONY A 10 A_JumpIfTargetInLOS ("ChaseBegin", 90, JLOSF_DEADNOJUMP, 2048, 0)
    "####" "#" 0 A_Jump(1,"LoseTarget","LookAround","LookAround")
    Loop
  Melee:
    TNT1 A 0 A_TakeInventory ("IsChasingFast", 999)
    TNT1 A 0 A_TakeInventory ("IsChasingMed", 999)
    TNT1 A 0 A_TakeInventory ("IsChasingSlow", 999)
    BONY A 0 ACS_EXECUTEALWAYS(101,0,0,0)
    BONY A 140 A_FaceTarget
    Goto Spawn
  Pain:
    TROO H 2
    TROO H 2 A_Pain
    Goto See
  Death:
    TROO I 8
    TROO J 8 A_Scream
    TROO K 6
    TROO L 6 A_NoBlocking
    TROO M -1
    Stop
  XDeath:
    TROO N 5
    TROO O 5 A_XScream
    TROO P 5
    TROO Q 5 A_NoBlocking
    TROO RST 5
    TROO U -1
    Stop
  Raise:
    TROO MLKJI 8
    Goto See
  }
}
 

Sprites: https://mega.nz/#!jl4EwCDT!oNIVKHuuRj5Qvs51fSHZjB5FdlVBnfEPXodAhfUtkv0

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You might want to post an example of your wad for us to see what's wrong. If you're using a .WAD format, the sprites needs to be placed in between two markers; S_START and S_END. If you're making a compressed archive (.zip or .pk3) it'll need to be placed in the correct folder within the root directory of the archive file (example: /Sprites/Bonnie/). Also, check your offsets in your editor of choice.

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Ohh, now I see, thanks I forgotten to put on the sprites folder, and thx for telling me that I can use subfolders on the sprites folder!

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