Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

X54321

Members
  • Content count

    12
  • Joined

  • Last visited

Posts posted by X54321


  1. 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.


  2. 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.


  3. 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.


  4. 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...

×