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Nihlith

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About Nihlith

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    Warming Up
  1. Nihlith

    Custom Actor Errors

    There hasn't been much activity here for a while, I'm going to keep a happy thought: my teachers were compelling me to seek a deeper wisdom by looking within. And I have, though things have been a bit hecktic lately, I have a better idea of how things work now than I did when I started, and it has to be said that coding the gauntlets is alot more difficult than coding many of the other weapons. Anyways, I have most of the weapons I wanted to code done, now I must arrange and cosmetically alter them to fit a theme... I wanted to delete the previous two posts because contrary to popular belief, we do not learn more from mistakes than successes, but I couldn't. Here is the code for super bad ass energy shooting spiked gauntlets, in order to use this code, you must have necrosis, and transfer the GLDEFS, SNDINFO, sound files and image files into the wad. You will need to alter key config in order to select the new weapon.//--PLAYER CLASSES--// ACTOR FighterPlayer2 : FighterPlayer replaces FighterPlayer { Player.StartItem "FWeapFist2" Player.StartItem "Action_Fire" Player.StartItem "Action_FireCancel" } Actor IsFiring : Inventory { Inventory.Amount 1 //This doesn't technically need to be here but it's better to make sure Inventory.MaxAmount 1 -INVBAR //Keeps it from displaying in the inventory bar, but you don't have to worry States { Spawn: TNT1 A 1 Fail //Keeps it from really doing anything in the world } } Actor Action_Fire : CustomInventory { Inventory.Amount 1 Inventory.MaxAmount 1 -INVBAR States { Use: TNT1 A 0 A_GiveInventory("IsFiring", 1) Fail // It's important that these items end in "Fail" instead of "Stop" or else they are removed from inventory as soon as they are used. Fail will keep them in your inventory. } } Actor Action_FireCancel : CustomInventory { Inventory.Amount 1 Inventory.MaxAmount 1 -INVBAR States { Use: TNT1 A 0 A_TakeInventory("IsFiring", 1) Fail } } ACTOR FWeapFist2: FWeapFist replaces FWeapFist { +WEAPON.MELEEWEAPON States { Select: FPCH A 1 A_Raise Loop Deselect: FPCH A 1 A_Lower Loop Ready: FPCH A 0 A_JumpIfInventory("IsFiring", 1, "AltFire") FPCH A 1 A_WeaponReady Loop Fire: FPCH B 5 Offset(5, 40) FPCH C 4 Offset(5, 40) FPCH D 1 Offset(5, 40) A_FPunchAttack FPCH C 4 Offset(5, 40) FPCH B 5 Offset(5, 40) A_ReFire Goto Ready AltFire: GAUN A 0 A_JumpIfInventory("GauntletHand",1,"FireLeft") FireRight: GAUN I 2 A_GiveInventory("GauntletHand",1) GAUN J 1 BRIGHT GAUN K 1 BRIGHT A_FireCustomMissile("GauntletFX1",0,1,8) GAUN LMN 2 GAU2 A 0 A_PlayWeaponSound("weapons/gauntletsrip") GAUN A 2 A_Refire Goto Ready FireLeft: GAUN O 2 A_TakeInventory("GauntletHand",1) GAUN P 1 BRIGHT GAUN E 1 BRIGHT A_FireCustomMissile("GauntletFX1",0,1,-8) GAUN FGH 2 GAU2 A 0 A_PlayWeaponSound("weapons/gauntletsrip") GAUN A 2 A_Refire Goto Ready } } ACTOR GauntletHand : PuzzleItem { Inventory.MaxAmount 3 -INVBAR } ACTOR GauntletFX1 : WizardFX1 { Obituary "%o was seared to a crisp by %k's gauntlets." SeeSound "weapons/gauntletsshoot" DeathSound "weapons/macehit" Damage 7 +SEEKERMISSILE Decal "PlasmaScorchLower" States { Spawn: GNFX A 0 BRIGHT A_SeekerMissile(20,20) GNFX AAA 1 BRIGHT A_SpawnItemEx("GauntletFX2",random2[BoltSpark]()*0.015625, random2[BoltSpark]()*0.015625, 0, 0,0,0,0,SXF_ABSOLUTEPOSITION, 50) GNFX B 0 BRIGHT A_SeekerMissile(20,20) GNFX BBB 1 BRIGHT A_SpawnItemEx("GauntletFX2",random2[BoltSpark]()*0.015625, random2[BoltSpark]()*0.015625, 0, 0,0,0,0,SXF_ABSOLUTEPOSITION, 50) Loop Death: GNFX C 4 BRIGHT A_SpawnItemEx("GauntletFX3",0,0,0,0,0,0,0,0) GNFX DEFG 4 BRIGHT Stop } } ACTOR GauntletFX2 : GauntletPuff2 { States { Spawn: GNFX HIJK 3 BRIGHT Stop } } ACTOR GauntletFX3 : GauntletFX2 { Alpha .8 States { Spawn: GNFX NO 3 BRIGHT GNFX PPPQQQ 1 BRIGHT A_FadeOut(0.1) Stop } }I love this weapon, it does put the player in a position of greater power and I plan on altering some of the base monsters to compensate for this, but its still alot of fun to run through the seven portals blasting energy balls and breaking jaws. More weapons with alternate fire modes will make an appearance in my wad, as will all new weapons never before seen by the doom community.
  2. Nihlith

    Custom Actor Errors

    And now for the riveting sequel! I realized that SLADE was not saving the changes I had been making as faithfully as I had thought and that this was causing me to edit and re edit things without actually seeing what effects these new edits were having. Armed with this information, I did get gauntlets with an alternate firing mode to appear in game, but the alternate fire isn't all I hoped for. There is no graphic for the alt fire, it looks like you just lower your guard and things start dying in the distance. Stranger still the alt fire happens instead of the second punch in the three punch combo if you try to use primary fire. Also the sound works, so that's something. Funny, but underwhelming. The code looks like this: //****FIGHTERWEAPONS*****// //-----Fist-----// ACTOR FWeapFist2: FWeapFist 31100 { States { Select: FPCH A 1 A_Raise Loop Deselect: FPCH A 1 A_Lower Loop Ready: FPCH A 0 A_JumpIfInventory("IsFiring", 1, "AltAltFire") //We're checking for the fake inventory item FPCH A 1 A_WeaponReady Loop Fire: FPCH B 5 Offset(5, 40) FPCH C 4 Offset(5, 40) FPCH D 4 Offset(5, 40) A_FPunchAttack FPCH C 4 Offset(5, 40) FPCH B 5 Offset(5, 40) A_ReFire Goto Ready Fire2: FPCH DE 4 Offset(5, 40) FPCH E 1 Offset(15, 50) FPCH E 1 Offset(25, 60) FPCH E 1 Offset(35, 70) FPCH E 1 Offset(45, 80) FPCH E 1 Offset(55, 90) FPCH E 1 Offset(65, 90) FPCH E 10 Offset(0, 150) Goto Ready ALtFire: GAUN A 3 A_PlaySound("weapons/gauntletsactivate") GAUN B 3 GAUN C 3 GAUN D 1 BRIGHT GAUN E 1 BRIGHT A_FireCustomMissile("GauntletFX1",0,1,-8) GAUN FGH 2 GAU2 A 0 A_PlayWeaponSound("weapons/gauntletsrip") GAUN A 2 A_Refire Goto Ready Hold: GAUN A 0 A_JumpIfInventory("GauntletHand",1,"FireLeft") FireRight: GAUN I 2 A_GiveInventory("GauntletHand",1) GAUN J 1 BRIGHT GAUN K 1 BRIGHT A_FireCustomMissile("GauntletFX1",0,1,8) GAUN LMN 2 GAU2 A 0 A_PlayWeaponSound("weapons/gauntletsrip") GAUN A 2 A_Refire Goto Ready FireLeft: GAUN O 2 A_TakeInventory("GauntletHand",1) GAUN P 1 BRIGHT GAUN E 1 BRIGHT A_FireCustomMissile("GauntletFX1",0,1,-8) GAUN FGH 2 GAU2 A 0 A_PlayWeaponSound("weapons/gauntletsrip") GAUN A 2 A_Refire Goto Ready } } ACTOR GauntletHand : PuzzleItem { Inventory.MaxAmount 3 -INVBAR } ACTOR GauntletFX1 : WizardFX1 { Obituary "%o was seared to a crisp by %k's gauntlets." SeeSound "weapons/gauntletsshoot" DeathSound "weapons/macehit" Damage 7 +SEEKERMISSILE Decal "PlasmaScorchLower" States { Spawn: GNFX A 0 BRIGHT A_SeekerMissile(20,20) GNFX AAA 1 BRIGHT A_SpawnItemEx("GauntletFX2",random2[BoltSpark]()*0.015625, random2[BoltSpark]()*0.015625, 0, 0,0,0,0,SXF_ABSOLUTEPOSITION, 50) GNFX B 0 BRIGHT A_SeekerMissile(20,20) GNFX BBB 1 BRIGHT A_SpawnItemEx("GauntletFX2",random2[BoltSpark]()*0.015625, random2[BoltSpark]()*0.015625, 0, 0,0,0,0,SXF_ABSOLUTEPOSITION, 50) Loop Death: GNFX C 4 BRIGHT A_SpawnItemEx("GauntletFX3",0,0,0,0,0,0,0,0) GNFX DEFG 4 BRIGHT Stop } } ACTOR GauntletFX2 : GauntletPuff2 { States { Spawn: GNFX HIJK 3 BRIGHT Stop } } ACTOR GauntletFX3 : GauntletFX2 { Alpha .8 States { Spawn: GNFX NO 3 BRIGHT GNFX PPPQQQ 1 BRIGHT A_FadeOut(0.1) Stop } } And it makes me cry. I've included the images for the alt-fire in the wad, so it's a little confusing.
  3. Nihlith

    Custom Actor Errors

    All right, well I wanted to create a large roster of weapons with alternate firing modes and figured the simplest way to do this is to modify existing weapons with power up firing modes into weapons with alternate fire modes. I take a look at a tutorial on Realm 667 about adding alternate states to weapons: http://www.realm667.com/index.php/en/tutorials-mainmenu-138/92-decorate/1339-medium-alternate-firereloadzoomwhatever-states-on-weapons And open up Necrosis, a Hexen mod wad by the illustrious SHADES: http://www.moddb.com/mods/necrosis/downloads/necrosis I look at his DECORATE, SNDINFO and KEYCONF files, as well as his images and sounds and attempt to isolate everything relating to the gauntlet weapons he put together. I want to change the tome of power fire mode into an alt fire mode. His decorate code looks like this://--PLAYER CLASSES--// ACTOR FighterPlayer2 : FighterPlayer replaces FighterPlayer { Health 120 Player.Maxhealth 120 Player.Runhealth 40 Player.StartItem "FWeapFist2" } //****FIGHTERWEAPONS*****// //-----Fist-----// ACTOR FWeapFist2: FWeapFist replaces FWeapFist { Weapon.SisterWeapon FWeapSuperFist } ACTOR FWeapSuperFist : FWeapFist { +POWERED_UP Weapon.SisterWeapon FWeapFist Weapon.YAdjust 0 Obituary "%o was seared to a crisp by %k's gauntlets." +WEAPON.NOAUTOFIRE States { Spawn: WGNT A -1 Stop Ready: GAUN A 1 A_WeaponReady Wait Deselect: GAUN A 1 A_Lower Wait Select: GAUN A 1 A_Raise Wait Fire: GAUN A 3 A_PlaySound("weapons/gauntletsactivate") GAUN B 3 GAUN C 3 GAUN D 1 BRIGHT GAUN E 1 BRIGHT A_FireCustomMissile("GauntletFX1",0,1,-8) GAUN FGH 2 GAU2 A 0 A_PlayWeaponSound("weapons/gauntletsrip") GAUN A 2 A_Refire Goto Ready Hold: GAUN A 0 A_JumpIfInventory("GauntletHand",1,"FireLeft") FireRight: GAUN I 2 A_GiveInventory("GauntletHand",1) GAUN J 1 BRIGHT GAUN K 1 BRIGHT A_FireCustomMissile("GauntletFX1",0,1,8) GAUN LMN 2 GAU2 A 0 A_PlayWeaponSound("weapons/gauntletsrip") GAUN A 2 A_Refire Goto Ready FireLeft: GAUN O 2 A_TakeInventory("GauntletHand",1) GAUN P 1 BRIGHT GAUN E 1 BRIGHT A_FireCustomMissile("GauntletFX1",0,1,-8) GAUN FGH 2 GAU2 A 0 A_PlayWeaponSound("weapons/gauntletsrip") GAUN A 2 A_Refire Goto Ready } } ACTOR GauntletHand : PuzzleItem { Inventory.MaxAmount 3 -INVBAR } ACTOR GauntletFX1 : WizardFX1 { Obituary "%o was seared to a crisp by %k's gauntlets." SeeSound "weapons/gauntletsshoot" DeathSound "weapons/macehit" Damage 7 +SEEKERMISSILE Decal "PlasmaScorchLower" States { Spawn: GNFX A 0 BRIGHT A_SeekerMissile(20,20) GNFX AAA 1 BRIGHT A_SpawnItemEx("GauntletFX2",random2[BoltSpark]()*0.015625, random2[BoltSpark]()*0.015625, 0, 0,0,0,0,SXF_ABSOLUTEPOSITION, 50) GNFX B 0 BRIGHT A_SeekerMissile(20,20) GNFX BBB 1 BRIGHT A_SpawnItemEx("GauntletFX2",random2[BoltSpark]()*0.015625, random2[BoltSpark]()*0.015625, 0, 0,0,0,0,SXF_ABSOLUTEPOSITION, 50) Loop Death: GNFX C 4 BRIGHT A_SpawnItemEx("GauntletFX3",0,0,0,0,0,0,0,0) GNFX DEFG 4 BRIGHT Stop } } ACTOR GauntletFX2 : GauntletPuff2 { States { Spawn: GNFX HIJK 3 BRIGHT Stop } } ACTOR GauntletFX3 : GauntletFX2 { Alpha .8 States { Spawn: GNFX NO 3 BRIGHT GNFX PPPQQQ 1 BRIGHT A_FadeOut(0.1) Stop } } My code looks like this: //--PLAYER CLASSES--// ACTOR FighterPlayer2 : FighterPlayer replaces FighterPlayer { Health 120 Player.Maxhealth 120 Player.Runhealth 15 Player.StartItem "FWeapFist2" } //****FIGHTERWEAPONS*****// //-----Fist-----// ACTOR FWeapFist2: FWeapFist replaces FWeapFist { States { Select: FPCH A 1 A_Raise Loop Deselect: FPCH A 1 A_Lower Loop Ready: FPCH A 1 A_JumpIfInventory("IsFiring", 1, "AltFire") FPCH A 1 A_weaponready Loop AltFire: Ready: GAUN A 1 A_WeaponReady Wait Deselect: GAUN A 1 A_Lower Wait Select: GAUN A 1 A_Raise Wait Fire: GAUN A 3 A_PlaySound("weapons/gauntletsactivate") GAUN B 3 GAUN C 3 GAUN D 1 BRIGHT GAUN E 1 BRIGHT A_FireCustomMissile("GauntletFX1",0,1,-8) GAUN FGH 2 GAU2 A 0 A_PlayWeaponSound("weapons/gauntletsrip") GAUN A 2 A_Refire Goto Ready Hold: GAUN A 0 A_JumpIfInventory("GauntletHand",1,"FireLeft") FireRight: GAUN I 2 A_GiveInventory("GauntletHand",1) GAUN J 1 BRIGHT GAUN K 1 BRIGHT A_FireCustomMissile("GauntletFX1",0,1,8) GAUN LMN 2 GAU2 A 0 A_PlayWeaponSound("weapons/gauntletsrip") GAUN A 2 A_Refire Goto Ready FireLeft: GAUN O 2 A_TakeInventory("GauntletHand",1) GAUN P 1 BRIGHT GAUN E 1 BRIGHT A_FireCustomMissile("GauntletFX1",0,1,-8) GAUN FGH 2 GAU2 A 0 A_PlayWeaponSound("weapons/gauntletsrip") GAUN A 2 A_Refire Goto Ready } } ACTOR GauntletHand : PuzzleItem { Inventory.MaxAmount 3 -INVBAR } ACTOR GauntletFX1 : WizardFX1 { Obituary "%o was seared to a crisp by %k's gauntlets." SeeSound "weapons/gauntletsshoot" DeathSound "weapons/macehit" Damage 7 +SEEKERMISSILE Decal "PlasmaScorchLower" States { Spawn: GNFX A 0 BRIGHT A_SeekerMissile(20,20) GNFX AAA 1 BRIGHT A_SpawnItemEx("GauntletFX2",random2[BoltSpark]()*0.015625, random2[BoltSpark]()*0.015625, 0, 0,0,0,0,SXF_ABSOLUTEPOSITION, 50) GNFX B 0 BRIGHT A_SeekerMissile(20,20) GNFX BBB 1 BRIGHT A_SpawnItemEx("GauntletFX2",random2[BoltSpark]()*0.015625, random2[BoltSpark]()*0.015625, 0, 0,0,0,0,SXF_ABSOLUTEPOSITION, 50) Loop Death: GNFX C 4 BRIGHT A_SpawnItemEx("GauntletFX3",0,0,0,0,0,0,0,0) GNFX DEFG 4 BRIGHT Stop } } ACTOR GauntletFX2 : GauntletPuff2 { States { Spawn: GNFX HIJK 3 BRIGHT Stop } } ACTOR GauntletFX3 : GauntletFX2 { Alpha .8 States { Spawn: GNFX NO 3 BRIGHT GNFX PPPQQQ 1 BRIGHT A_FadeOut(0.1) Stop } } Actor Action_Fire : CustomInventory { Inventory.Amount 1 Inventory.MaxAmount 1 -INVBAR States { Use: TNT1 A 0 A_GiveInventory("IsFiring", 1) Fail // It's important that these items end in "Fail" instead of "Stop" or else they are removed from inventory as soon as they are used. Fail will keep them in your inventory. } } Actor Action_FireCancel : CustomInventory { Inventory.Amount 1 Inventory.MaxAmount 1 -INVBAR States { Use: TNT1 A 0 A_TakeInventory("IsFiring", 1) Fail } } And just like that I have invented a way to play the game without a starting weapon. There is no slot one weapon with this code. Does anyone know what made it go so terribly wrong?
  4. Nihlith

    Custom Actor Errors

    Awesome. Awesome to the max. Most of it is pretty dense but I can already add ambient sounds and monster spawners to my own wads.
  5. Nihlith

    Custom Actor Errors

    I apologize for the misunderstanding, but I can see what you mean. After looking at some popular wads I can see that the changed format and icon are normal and that your recommendations are in line with best practices. Still, we might be beating a dead horse. Using cut and paste or the include function to build one large DECORATE lump is causing some issues for me with DB2. If I can't make it work before, hopefully I can just put the large decorate entry together after I finish mapping. I think I may have solved my monster problems. Now I want to figure out scripting (which may be off topic) and custom weapons, but I need to do some more research before I can cogently beg for help. I'm wondering if there is a way to look at the native ACS script for Hexen (it just says “ACS” when I try to look at behavior lumps as text) and I want to turn tome of power weapon modes into Alt Fire modes. Thanks Kappes. Thanks also to Gaz, Blue Shadow and Max Ed. When I run into a wall again I hope that you or some other good Samaritan will show me around.
  6. Nihlith

    Custom Actor Errors

    Fair nuf... I guess I wasn't very specific, I didn't mean how do I configure the program, I meant how should I set those configurations. Melon wrote a newbie guide for doom builder that I found to be very useful: http://www.doomworld.com/vb/doom-editing/55372-my-unfinished-newbie-udmf-level-editing-guide/ In it he describes how one should configure doom builder 2 if they are unfamiliar with the program and are just figuring it out. It would be a little narcissistic of me to ask for a similar piece about slade on my behalf, but I haven't seen any for anyone else. I was wondering what settings you chose, and why you chose them. It might be incredibly important. I have a feeling that my problems might stem from a mistake so basic it wouldn't even occur to an experienced user to ask. As for the question marks, I need to clarify. The AoD being represented by a question mark or a blank in DB2 and SLADE doesn't concern me much because you can still see how big he is and select him in the menus. Also, since he is the only one who does this, the question mark still works as a definitive identifier. What I mean is that when you open a wad in SLADE, the lumps in the wad are displayed with an icon to the left of the entry name. When you view an entry as text, there is a drop down menu that tells you what language the text is being read as. Before I create the decorate lump using the include function, each of the decorate entries has an icon that looks like a sheet of paper covered with text, and when selected and viewed as text, the drop down menu displays that the entry is being read as "Zdoom DECORATE". However, after I create the decorate lump using the include function, the decorate entries that I have used the include function on have icons to the left of them that look like "?" and when they are viewed as text, the drop down menu indicates that the text language is "none". Anyhoo, thank you, you're awesome and HAPPY HALLOWEEN everybody! Remember, you CAN have too much fun if you remember to not get caught!
  7. Nihlith

    Custom Actor Errors

    Hmmmm. Well I have all of those files... I've uninstalled re-downloaded and reinstalled DB2, GZDoom builder and SLADE. I hope that works. To be clear, none of you had any problems with heresy or heresy1? None of the D_!@#$% files lost their programming language and became question mark icons in SLADE? No one had their decorate menu empty when they loaded heresy1 in DB2? Now that I've replaced all of the relevant software, how does one properly configure SLADE? In all the time I've used it SLADE has never built nodes. does that seem right to you?
  8. Nihlith

    Custom Actor Errors

    Maxed, your success with file I linked seems to indicate that I have a problem with the program (SLADE) itself. I searched google for "slade install" and came up with this list of things that should be in your slade folder. Slade.exe Slade.pdb (optional, separate download) slade.pk3 FreeImage.dll (windows only) audiere.dll (windows only) portable (optional) I don't have an audiere.dll file on my computer. google searches for audiere.dll yeild alot of sites offering programs to fix dll errors but no quick and dirty dll download. Do all of you have this file? would one of you post a link so I could down load it? Gez, Kappes, This looks like another instance where the program, or possibly my sleep deprivation, has undone work I had already thought complete. The copy of heresy I have does have converted sprites and I converted them just as Gez suggested. In any case, color wonkyness has not been a problem when I've run DB2 or when I've play tested wads with added content. Not to side track but I was looking at the decorate file for Necrosis and CodenniumRed a.k.a. Shades put all of his decorate info in one entry without using the include function. Is there an advantage to using multiple entries and the include function rather than placing all decorate info into one large lump?
  9. Nihlith

    Custom Actor Errors

    While I've got time, I'll post some wads with integrated DECORATE lumps. https://www.dropbox.com/s/p5i9lygyozfrhzq/heresy.wad?dl=0 Thats five monsters in one decorate entry and it works rather well. https://www.dropbox.com/s/zvzvyia5u84siak/heresy1.wad?dl=0 Thats six monsters in one decorate entry and the whole thing is FUBAR. No decorate entries in the menus. Repeating the last entry from a previous save does not seem to change the situation. Stranger still, when the sixth actor is added the renamed DECORATE lumps for the other monsters start losing their definition as script written in DECORATE. Their icons toggle to question marks. They can be reset to DECORATE by viewing them as text, selecting DECORATE from the drop down menu and cutting and pasting the text over itself before re-saving the entry. The correction does not tend to survive the wad being saved, closed and loaded however. Worse, there are no error messages to accompany this binary skullduggery. I've been skimming posts about this topic, and there are numerous links posted by the illustrious kappes burr designated as vital need to see info, but the links are broken:(
  10. Nihlith

    Custom Actor Errors

    Thank you sir! I altered the Decorate to: ACTOR LordofHeresy 14200 { Health 1250 Radius 20 Height 56 Speed 13 PainChance 50 BloodColor "7D 9D 59" Mass 1000 MONSTER +FLOORCLIP Obituary "%o was annihilated by the heresy lord." SeeSound "LordOfHeresy/sight" PainSound "demon/pain" DeathSound "LordOfHeresy/death" ActiveSound "LordOfHeresy/act" States { Spawn: LOHS AB 10 A_Look Loop See: LOHS AABBCCDD 4 A_Chase Loop Missile: LOHS E 0 A_Jump(85,5) LOHS E 0 A_Jump(128,9) LOHS E 8 A_FaceTarget LOHS F 8 A_FaceTarget LOHS G 8 A_CustomMissile ("Demon2FX1", 32, 0, 8) Goto See LOHS E 8 A_FaceTarget LOHS F 8 A_FaceTarget LOHS G 0 A_Custommissile ("Demon2FX1", 32, 0, 8) LOHS G 0 A_Custommissile ("Demon2FX1", 32, 0, 0) LOHS G 8 A_Custommissile ("Demon2FX1", 32, 0, -8) Goto See LOHS E 8 A_FaceTarget LOHS F 8 A_FaceTarget LOHS G 0 A_Custommissile ("Demon2FX1", 32, 0, -20) LOHS G 8 A_Custommissile ("Demon2FX1", 32, 0, 0) LOHS E 8 A_FaceTarget LOHS F 8 A_FaceTarget LOHS G 0 A_Custommissile ("Demon2FX1", 32, 0, 20) LOHS G 8 A_Custommissile ("Demon2FX1", 32, 0, 0) LOHS E 8 A_FaceTarget LOHS F 8 A_FaceTarget LOHS G 0 A_Custommissile ("Demon2FX1", 32, 0, -12) LOHS G 8 A_Custommissile ("Demon2FX1", 32, 0, 12) Goto See Pain: LOHS H 5 LOHS H 5 A_Pain Goto See Death: LOHS I 8 LOHS J 8 A_Scream LOHS K 8 A_Fall LOHS LMN 8 LOHS O -1 Stop Raise: LOHS ONMLKJI 5 Goto See } } And the Lord of Heresy never misses a beat. Beautiful!
  11. Nihlith

    Custom Actor Errors

    Altering the spacing in the #include "number" // name didn't work too well, I've got to try it a few times more but it seems like I'm missing something fundamental. When I tried doing this with an acolyte and a disciple and both times it simply removed those actors from the decorate menu. On an up note, I went and altered the Lord of Heresy as Gaz suggested, taking the class Demon2FX1 from this page: http://zdoom.org/wiki/Classes:Demon2FX1 and pasting it everywhere I saw "BaronBall" in the monsters DECORATE file, producing this: ACTOR LordofHeresy 14200 { Health 1250 Radius 20 Height 56 Speed 13 PainChance 50 BloodColor "7D 9D 59" Mass 1000 MONSTER +FLOORCLIP Obituary "%o was annihilated by the heresy lord." SeeSound "LordOfHeresy/sight" PainSound "demon/pain" DeathSound "LordOfHeresy/death" ActiveSound "LordOfHeresy/act" States { Spawn: LOHS AB 10 A_Look Loop See: LOHS AABBCCDD 4 A_Chase Loop Missile: LOHS E 0 A_Jump(85,5) LOHS E 0 A_Jump(128,9) LOHS E 8 A_FaceTarget LOHS F 8 A_FaceTarget LOHS G 8 A_BruisAttack Goto See LOHS E 8 A_FaceTarget LOHS F 8 A_FaceTarget LOHS G 0 A_Custommissile ("Demon2FX1", 32, 0, 8) LOHS G 0 A_Custommissile ("Demon2FX1", 32, 0, 0) LOHS G 8 A_Custommissile ("Demon2FX1", 32, 0, -8) Goto See LOHS E 8 A_FaceTarget LOHS F 8 A_FaceTarget LOHS G 0 A_Custommissile ("Demon2FX1", 32, 0, -20) LOHS G 8 A_Custommissile ("Demon2FX1", 32, 0, 0) LOHS E 8 A_FaceTarget LOHS F 8 A_FaceTarget LOHS G 0 A_Custommissile ("Demon2FX1", 32, 0, 20) LOHS G 8 A_Custommissile ("Demon2FX1", 32, 0, 0) LOHS E 8 A_FaceTarget LOHS F 8 A_FaceTarget LOHS G 0 A_Custommissile ("Demon2FX1", 32, 0, -12) LOHS G 8 A_Custommissile ("Demon2FX1", 32, 0, 12) Goto See Pain: LOHS H 5 LOHS H 5 A_Pain Goto See Death: LOHS I 8 LOHS J 8 A_Scream LOHS K 8 A_Fall LOHS LMN 8 LOHS O -1 Stop Raise: LOHS ONMLKJI 5 Goto See } } This worked, kind of. It seems the Lord of Heresy shoots 1, 2, or 3 projectiles at random each time it attacks. The creature that results from this edit shoots 0, 2 or 3 projectiles. I can't really account for that ether. Still, its a vast improvement.
  12. Nihlith

    Hub systems

    This tutorial might also be useful. I haven't tried it but... http://www.realm667.com/index.php/tutorials-mainmenu-138/91-editing/1336-easy-beginning-doom-editing-69845146
  13. Nihlith

    Custom Actor Errors

    I haven't forgotten about you guys, I just haven't got anything that holds together. I have added an S_END to the actor preceding the butcher and the wad still works with this alteration. In attempting to create a DECORATE lump, I opened the wad in SLADE and clicked the icon for "create entry" and named it "DECORATE". I rename the decorate entry for the arachnorb "D_15200" I opened this "DECORATE" lump as text and started adding lines: "#Include "D_15200" // Arachnorb". I went on to rename the next monsters decorate file "D_15300" and typed "#include "D_15200" // ChaosWyvern" into the "DECORATE" entry I had just created. I repeated this process 15 times until I was at "Roach" and wanted to see what the alterations had done. The same problem had resurfaced, added content was not available in DB2's menus and all the wall textures stopped being displayed. I have some questions. First, what version of slade are you using and how did you configure it? My copy doesn't look exactly like yours. Also the node builder doesn't work. Second, is this how you build a decorate wad? The wiki says that all the entries are "Lumps". This is the half formed abomination that I made. I wanted to link something more functional but this might help answer my questions. Would it be simpler to just start over and add one monster at a time? Is the data getting corrupted? Edit: https://www.dropbox.com/s/ccfg4cy1vej984o/decLumpBegA.wad?dl=0
  14. Nihlith

    Custom Actor Errors

    Edit: bigger pictures. I opened my wad in SLADE and removed the superfluous butcher. I saved the smaller wad and it worked exactly the same way, albeit with less junk data in the file. So far so good. When I edit the Hades Elemental's decorate file things get notably less awesome. I open the decorate file and delete the entries for HadesBall. I save the wad under a slightly different name and open it in doom builder. After I fixed Snake Imp decorate file, it drastically improved the way the added content worked with the editor. Before the fix, i needed to edit placed things by manually typing in their ID numbers. They appeared as stunted grey boxes with question marks inside and would only become monsters when I tested the map. After I fixed the Imp, the added content appeared in the thing menu, most of it in the famous 'Decorate' file I'd heard so much about. With the HadesBall deleted, all of the added content once again disappeared from the things menu. The Hades Elemental still behaved normally though. Is there a reason to delete these decorate entries, other than stream lining file size? Also, how does the Hades elemental still spit projectiles when they are deleted from the Decorate entry? This is what my code butchery looks like. Before: Death: HELE I 5 Bright A_Scream HELE JKL 5 Bright HELE M 5 Bright A_NoBlocking HELE M 0 Bright A_SpawnItemEx("HS",36,36) HELE M 0 Bright A_SpawnItemEx("HS",-36,36) HELE M 0 Bright A_SpawnItemEx("HS",-36,-36) HELE M 0 Bright A_SpawnItemEx("HS",36,-36) HELE NOP 5 Bright HELE QRSTU 5 HELE V -1 A_SetFloorClip Stop } } Actor HadesBall : CacodemonBall { Damage 8 Speed 15 Alpha 0.80 DamageType lightning +ThruGhost +ForceXYBillboard SeeSound "Monster/hadtel" DeathSound "Monster/hadsit" Decal "CacoScorch" States { Spawn: HEFX AB 4 Bright Loop Death: HEFX CDEEFGH 3 bright Stop } } Actor HadesBolt : CacodemonBall { Damage 5 Speed 5 Radius 8 Height 8 Damagetype lightning SeeSound "weapons/none" DeathSound "weapons/gntidl" YScale 4.0 XScale 2.0 ReactionTime 35 +FloorHugger +HexenBounce +Ripper -NoGravity -StrifeDamage States { After: Death: HELE I 5 Bright A_Scream HELE JKL 5 Bright HELE M 5 Bright A_NoBlocking HELE M 0 Bright A_SpawnItemEx("HS",36,36) HELE M 0 Bright A_SpawnItemEx("HS",-36,36) HELE M 0 Bright A_SpawnItemEx("HS",-36,-36) HELE M 0 Bright A_SpawnItemEx("HS",36,-36) HELE NOP 5 Bright HELE QRSTU 5 HELE V -1 A_SetFloorClip Stop } } Actor HadesBolt : CacodemonBall { Damage 5 Speed 5 Radius 8 Height 8 Damagetype lightning SeeSound "weapons/none" DeathSound "weapons/gntidl" YScale 4.0 XScale 2.0 ReactionTime 35 +FloorHugger +HexenBounce +Ripper -NoGravity -StrifeDamage States { The patient survived the operation, but died later. Doom Builder 2 did not do this the first time I opened the altered wad but on the second load some of the textures started displaying as grey fields of question marks. http://fc04.deviantart.net/fs70/f/2014/296/c/d/screenshot__21__by_nihlith-d83xl8f.png http://fc00.deviantart.net/fs71/f/2014/296/4/b/screenshot__23__by_nihlith-d83xl9v.png http://fc02.deviantart.net/fs70/f/2014/296/a/3/screenshot__22__by_nihlith-d83xl8y.png http://fc09.deviantart.net/fs70/f/2014/296/9/2/screenshot__24__by_nihlith-d83xkfn.png
  15. Nihlith

    Custom Actor Errors

    Wonderful, I'll make those changes ASAP. is this where you got your gzdoom builder? http://devbuilds.drdteam.org/doombuilder2-gzdb/ I'll post with the results.
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