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Posts posted by X54321
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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.
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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.
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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... -
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.
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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. -
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. -
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.
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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.
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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...
[SOLVED]Can't import custom monsters
in Doom Editing
Posted
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.