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X54321

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About X54321

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  1. X54321

    [SOLVED]Can't import custom monsters

    OK, So I redownloaded zdoom and all that other stuff, only to find it wasn't that different than skulltag accept for the fact I was able to tweak more settings to make it look more like the real doom. I guess I was just using the wrong engine the whole time.
  2. X54321

    [SOLVED]Can't import custom monsters

    SOLUTION! I tried it with skulltag, and all of my problems are instantly fixed. BUT, there's one problem, I don't like skulltag. These coordinates are always showing on the screen (Im sure theres a way to turn it off) and the FOV alterations and all that fancy stuff makes it feel like a *shudder* MODERN GAME! So I'm going to try reinstalling zdoom and see if that helps.
  3. X54321

    [SOLVED]Can't import custom monsters

    Well, It said Hello World because I was trying to test a print script, but nothing showed up for some reason. The engine I am using is Zdoom(doom-in-hexen format). I am not sure what is going on here.
  4. X54321

    [SOLVED]Can't import custom monsters

    Here is my wad for dissection https://docs.google.com/file/d/0BzyMN5S2kRTHXzlxdzd0aHFoeFE/edit?usp=sharing Feel free to play through it...I mean...I've worked on it alot...
  5. X54321

    [SOLVED]Can't import custom monsters

    Well, I tried your thing but it has the same results. I even tried creating a new WAD to test it. Is it something to do with the doom-in-hexen format? I don't know. Maybe later I'll send a link to my wad for dissection.
  6. X54321

    [SOLVED]Can't import custom monsters

    Did that already. Doesn't work.
  7. X54321

    [SOLVED]Can't import custom monsters

    Well, they're between SS_start and SS_end, but yeah they basically are.
  8. X54321

    [SOLVED]Can't import custom monsters

    Well, the current monster I'm using for testing is this giant bat: ACTOR GiantBatSleep 12358 { Health 25 Radius 16 Height 32 Mass 50 Speed 6 damagefactor "giantbat", 0 Monster +FLOAT +NOGRAVITY +SPAWNCEILING +DONTHURTSPECIES +NODAMAGETHRUST +BLOODLESSIMPACT +NOTARGET Obituary "%o was bitten by a bat." SeeSound "Bat/Sight" ActiveSound "Bat/Active" DeathSound "Bat/Death" States { Spawn: BATH A 10 A_LookEx (0, 0, 192, 256) Loop Idle: BATH BBCCDDEEDDCCBB 1 A_Look Loop See: BATH B 1 A_Chase BATH B 0 A_ChangeFlag (SPAWNCEILING, 0) BATH B 0 A_SpawnItem ("BatDamage") BATH B 0 A_JumpIf (floorz < 64, "FlyUp1") See2: BATH B 1 A_Chase BATH B 0 A_JumpIf (floorz < 64, "FlyUp2") See3: BATH C 1 A_Chase BATH B 0 A_SpawnItem ("BatDamage") BATH C 0 A_JumpIf (floorz < 64, "FlyUp3") See4: BATH C 1 A_Chase BATH C 0 A_JumpIf (floorz < 64, "FlyUp4") See5: BATH D 1 A_Chase BATH B 0 A_SpawnItem ("BatDamage") BATH D 0 A_JumpIf (floorz < 64, "FlyUp5") See6: BATH D 1 A_Chase BATH D 0 A_JumpIf (floorz < 64, "FlyUp6") See7: BATH E 1 A_Chase BATH B 0 A_SpawnItem ("BatDamage") BATH E 0 A_JumpIf (floorz < 64, "FlyUp7") See8: BATH E 1 A_Chase BATH E 0 A_JumpIf (floorz < 64, "FlyUp8") See9: BATH D 1 A_Chase BATH B 0 A_SpawnItem ("BatDamage") BATH D 0 A_JumpIf (floorz < 64, "FlyUp9") See10: BATH D 1 A_Chase BATH D 0 A_JumpIf (floorz < 64, "FlyUp10") See11: BATH C 1 A_Chase BATH B 0 A_SpawnItem ("BatDamage") BATH C 0 A_JumpIf (floorz < 64, "FlyUp11") See12: BATH C 1 A_Chase BATH C 0 A_JumpIf (floorz < 64, "FlyUp12") goto See FlyUp1: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See2 FlyUp2: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See3 FlyUp3: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See4 FlyUp4: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See5 FlyUp5: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See6 FlyUp6: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See7 FlyUp7: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See8 FlyUp8: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See9 FlyUp9: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See10 FlyUp10: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See11 FlyUp11: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See12 FlyUp12: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See Death: BATH F 3 A_ScreamAndUnblock Fall: BATH GGGHHHIIIJJJ 1 A_CheckFloor ("Splat") Fall2: BATH K 1 A_CheckFloor ("Splat") Loop Splat: BATH L 1 A_Stop BATH L 0 A_PlaySound ("Bat/Splat") BATH L -1 Stop } } ACTOR GiantBat 12359 { Health 25 Radius 16 Height 32 Mass 50 Speed 6 damagefactor "giantbat", 0 Monster +FLOAT +NOGRAVITY +DONTHURTSPECIES +NODAMAGETHRUST +BLOODLESSIMPACT +NOTARGET Obituary "%o was bitten by a bat." SeeSound "Bat/Sight" ActiveSound "Bat/Active" DeathSound "Bat/Death" States { Spawn: BATH BBCCDDEEDDCCBB 1 A_Look Loop See: BATH B 1 A_Chase BATH B 0 A_SpawnItem ("BatDamage") BATH B 0 A_JumpIf (floorz < 64, "FlyUp1") See2: BATH B 1 A_Chase BATH B 0 A_JumpIf (floorz < 64, "FlyUp2") See3: BATH C 1 A_Chase BATH B 0 A_SpawnItem ("BatDamage") BATH C 0 A_JumpIf (floorz < 64, "FlyUp3") See4: BATH C 1 A_Chase BATH C 0 A_JumpIf (floorz < 64, "FlyUp4") See5: BATH D 1 A_Chase BATH B 0 A_SpawnItem ("BatDamage") BATH D 0 A_JumpIf (floorz < 64, "FlyUp5") See6: BATH D 1 A_Chase BATH D 0 A_JumpIf (floorz < 64, "FlyUp6") See7: BATH E 1 A_Chase BATH B 0 A_SpawnItem ("BatDamage") BATH E 0 A_JumpIf (floorz < 64, "FlyUp7") See8: BATH E 1 A_Chase BATH E 0 A_JumpIf (floorz < 64, "FlyUp8") See9: BATH D 1 A_Chase BATH B 0 A_SpawnItem ("BatDamage") BATH D 0 A_JumpIf (floorz < 64, "FlyUp9") See10: BATH D 1 A_Chase BATH D 0 A_JumpIf (floorz < 64, "FlyUp10") See11: BATH C 1 A_Chase BATH B 0 A_SpawnItem ("BatDamage") BATH C 0 A_JumpIf (floorz < 64, "FlyUp11") See12: BATH C 1 A_Chase BATH C 0 A_JumpIf (floorz < 64, "FlyUp12") goto See FlyUp1: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See2 FlyUp2: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See3 FlyUp3: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See4 FlyUp4: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See5 FlyUp5: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See6 FlyUp6: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See7 FlyUp7: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See8 FlyUp8: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See9 FlyUp9: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See10 FlyUp10: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See11 FlyUp11: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See12 FlyUp12: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See Death: BATH F 3 A_ScreamAndUnblock Fall: BATH GGGHHHIIIJJJ 1 A_CheckFloor ("Splat") Fall2: BATH K 1 A_CheckFloor ("Splat") Loop Splat: BATH L 1 A_Stop BATH L 0 A_PlaySound ("Bat/Splat") BATH L -1 Stop } } actor BatDamage { Radius 2 Height 2 Speed 0 damagetype "giantbat" Projectile +NODAMAGETHRUST +BLOODLESSIMPACT States { Spawn: TNT1 A 1 TNT1 A 1 A_Explode ((2), 40, 0) stop } } I'd try using a different monster, but the clone of an existing monster with lower health I was trying to make didn't work either. BTW, I don't know if it matters, but I'm using Zdoom(doom-in-hexen format), and it didn't work with doom-in-doom format either.
  9. X54321

    [SOLVED]Can't import custom monsters

    I'm making a Doom 2 mod, and I have new information. Ok, so I tried setting the id number really high, (32040 instead of 32000, which was already taken) and still nothing. I also tried leaving the monster files in the external WAD and just including it as a resource, which basically did nothing different.
  10. X54321

    [SOLVED]Can't import custom monsters

    Well, the list of monster id's of every in doom (combined with the monsters in hexen, heretic, ect) ended at about 14300 or something. So I don't think they are overriding anything.
  11. X54321

    [SOLVED]Can't import custom monsters

    Yes, if they don't have one already. I also tried making my own decorate file which inherits from the Pinky Demon with an id of 15000. That didn't work either.
  12. Problem is FIXED! Yay! Ok, so I watched the 2 video tutorials out there about importing custom monsters. They say that you have to put a number on the end, the type number, in order for the monsters to work. Well, when I try importing any custom monster at all, they are replace with a big fat exclamation mark and in the console it says "unknown type XXXXX". I posted this problem in the video's comment section, but seeing it's from two years ago, I probably won't be getting any replies. UPDATE: Here is my wad for dissection https://docs.google.com/file/d/0BzyMN5S2kRTHXzlxdzd0aHFoeFE/edit?usp=sharing Feel free to play through it...I mean...I've worked on it alot...
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