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LittleWulf

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Everything posted by LittleWulf

  1. LittleWulf

    Decorate File for "BossShooters" Addon

    Thanks a billion! So deleting that line "Game Hexen" made it all work, like you said. Also, I'm a such a fool! I meant to do the Actor name and ended up doing the ID! Lol No wonder it looked weird when I pasted it here.
  2. Howdy, so I downloaded BossShooters wad (https://www.realm667.com/en/beastiary-mainmenu-136-69621/heretic-hexen-style-mainmenu-137-49102) to put into my doom2 wad and tried coding it a bit to match the custom monsters actor numbers I added into the game and possibly try to add some health and ammo spawns out of it too. Anyways, out of the code in the Decorate file, the first ACTOR HexenBossEye : BossEye 23012 doesn't register and I only get the 2nd Actor to show up in Doom Builder 2, ACTOR HexenBossTarget : RandomSpawner 23013. What do I need to do to allow the BossEye 23012 to exist? -----------------------------------------------------------------------------------------------Decorate-------------------------------------------------------- ACTOR HexenBossEye : BossEye 23012 { SeeSound "" Game Hexen States { See: TNT1 A 181 TNT1 A 150 A_BrainSpit ("HexenSpawnShot") Wait } } ACTOR HexenSpawnShot : SpawnShot { DropItem "DoomImp" 255 50 DropItem "Demon" 255 40 DropItem "Spectre" 255 30 DropItem "PainElemental" 255 10 DropItem "Cacodemon" 255 30 DropItem "Archvile" 255 2 DropItem "Revenant" 255 10 DropItem "Arachnotron" 255 20 DropItem "Fatso" 255 30 DropItem "HellKnight" 255 24 DropItem "BaronOfHell" 255 10 DropItem "30118" 255 15 DropItem "30000" 255 15 DropItem "30125" 255 15 DropItem "30126" 255 15 DropItem "3333" 255 1 DropItem "30128" 255 1 DropItem "30127" 255 15 DropItem "30113" 255 15 DropItem "7801" 255 2 DropItem "30135" 255 1 DropItem "30136" 255 1 DropItem "12345" 255 1 DropItem "6006" 255 5 DropItem "30105" 255 1 DropItem "30139" 255 15 DropItem "15489" 255 15 DropItem "30140" 255 15 DropItem "30111" 255 1 DropItem "6333" 255 1 DropItem "3999" 255 1 DropItem "2012" 255 10 DropItem "2019" 255 5 DropItem "2018" 255 5 DropItem "83" 255 1 DropItem "2007" 255 2 DropItem "8" 255 1 DropItem "2048" 255 2 DropItem "2046" 255 2 DropItem "2049" 255 2 DropItem "2047" 255 2 DropItem "17" 255 2 DropItem "2010" 255 2 DropItem "2008" 255 2 DropItem "9050" 255 10 DropItem "9051" 255 2 DropItem "9052" 255 10 DropItem "9053" 255 10 DropItem "16" 255 1 DropItem "9055" 255 10 DropItem "9056" 255 10 DropItem "9057" 255 10 DropItem "3006" 255 2 DropItem "9058" 255 10 DropItem "9059" 255 10 DropItem "7" 255 1 States { Spawn: HXCU D 3 BRIGHT A_SpawnSound HXCU ABC 3 BRIGHT A_SpawnFly ("HexenSpawnEffect") HXCU D 0 BRIGHT A_SpawnFly ("HexenSpawnEffect") Loop } } ACTOR HexenSpawnEffect { States { Spawn: MSP2 A 0 Bright MSP2 A 0 A_SpawnItemEx ("HexenSpawnFlame", 0, 0, random (16, 32), random (-1.5, 1.5), random (-1.5, 1.5), random (-0.25, 0.75), 0, 0, 0) MSP2 A 0 A_SpawnItemEx ("HexenSpawnFlame", 0, 0, random (16, 32), random (-1.5, 1.5), random (-1.5, 1.5), random (-0.25, 0.75), 0, 0, 0) MSP2 A 0 A_SpawnItemEx ("HexenSpawnFlame", 0, 0, random (16, 32), random (-1.5, 1.5), random (-1.5, 1.5), random (-0.25, 0.75), 0, 0, 0) MSP2 A 0 A_SpawnItemEx ("HexenSpawnFlame", 0, 0, random (16, 32), random (-1.5, 1.5), random (-1.5, 1.5), random (-0.25, 0.75), 0, 0, 0) MSP2 A 0 A_SpawnItemEx ("HexenSpawnFlame", 0, 0, random (16, 32), random (-1.5, 1.5), random (-1.5, 1.5), random (-0.25, 0.75), 0, 0, 0) MSP2 A 0 A_SpawnItemEx ("HexenSpawnFlame", 0, 0, random (16, 32), random (-1.5, 1.5), random (-1.5, 1.5), random (-0.25, 0.75), 0, 0, 0) Stop } } ACTOR HexenSpawnFlame { +NOBLOCKMAP +NOGRAVITY +NOINTERACTION +NOCLIP RenderStyle Add Alpha 0.6 States { Spawn: MSP2 EFGHI 3 BRIGHT A_FadeOut (0.1) Stop } } ACTOR HexenBossTarget : RandomSpawner 23013 { DropItem "BossTarget" } -------------------------------------------------------------------------------------------------ZScript-------------------------------------------------------- Class HexenBossEye : BossEye { Default { SeeSound ""; } States { See: TNT1 A 181; TNT1 A 150 A_BrainSpit("HexenSpawnShot"); Wait; } } Class HexenSpawnShot : SpawnShot { Default { DropItem "DoomImp", 255, 50; DropItem "Demon", 255, 40; DropItem "Spectre", 255, 30; DropItem "PainElemental", 255, 10; DropItem "Cacodemon", 255, 30; DropItem "Archvile", 255, 2; DropItem "Revenant", 255, 10; DropItem "Arachnotron", 255, 20; DropItem "Fatso", 255, 30; DropItem "HellKnight", 255, 24; DropItem "BaronOfHell", 255, 10; DropItem "30118", 255, 15; DropItem "30000", 255, 15; DropItem "30125", 255, 15; DropItem "30126", 255, 15; DropItem "3333", 255, 1; DropItem "30128", 255, 1; DropItem "30127", 255, 15; DropItem "30113", 255, 15; DropItem "7801", 255, 2; DropItem "30135", 255, 1; DropItem "30136", 255, 1; DropItem "12345", 255, 1; DropItem "6006", 255, 5; DropItem "30105", 255, 1; DropItem "30139", 255, 15; DropItem "15489", 255, 15; DropItem "30140", 255, 15; DropItem "30111", 255, 1; DropItem "6333", 255, 1; DropItem "3999", 255, 1; DropItem "2012", 255, 10; DropItem "2019", 255, 5; DropItem "2018", 255, 5; DropItem "83", 255, 1; DropItem "2007", 255, 2; DropItem "8", 255, 1; DropItem "2048", 255, 2; DropItem "2046", 255, 2; DropItem "2049", 255, 2; DropItem "2047", 255, 2; DropItem "17", 255, 2; DropItem "2010", 255, 2; DropItem "2008", 255, 2; DropItem "9050", 255, 10; DropItem "9051", 255, 2; DropItem "9052", 255, 10; DropItem "9053", 255, 10; DropItem "16", 255, 1; DropItem "9055", 255, 10; DropItem "9056", 255, 10; DropItem "9057", 255, 10; DropItem "3006", 255, 2; DropItem "9058", 255, 10; DropItem "9059", 255, 10; DropItem "7", 255, 1; } States { Spawn: HXCU D 3 BRIGHT A_SpawnSound(); HXCU ABC 3 BRIGHT A_SpawnFly("HexenSpawnEffect"); HXCU D 0 BRIGHT A_SpawnFly("HexenSpawnEffect"); Loop; } } Class HexenSpawnEffect : Actor { States { Spawn: MSP2 A 0 NoDelay Bright { A_SpawnItemEx("HexenSpawnFlame", 0, 0, random(16, 32), frandom(-1.5, 1.5), frandom(-1.5, 1.5), frandom(-0.25, 0.75), 0, 0, 0); A_SpawnItemEx("HexenSpawnFlame", 0, 0, random(16, 32), frandom(-1.5, 1.5), frandom(-1.5, 1.5), frandom(-0.25, 0.75), 0, 0, 0); A_SpawnItemEx("HexenSpawnFlame", 0, 0, random(16, 32), frandom(-1.5, 1.5), frandom(-1.5, 1.5), frandom(-0.25, 0.75), 0, 0, 0); A_SpawnItemEx("HexenSpawnFlame", 0, 0, random(16, 32), frandom(-1.5, 1.5), frandom(-1.5, 1.5), frandom(-0.25, 0.75), 0, 0, 0); A_SpawnItemEx("HexenSpawnFlame", 0, 0, random(16, 32), frandom(-1.5, 1.5), frandom(-1.5, 1.5), frandom(-0.25, 0.75), 0, 0, 0); A_SpawnItemEx("HexenSpawnFlame", 0, 0, random(16, 32), frandom(-1.5, 1.5), frandom(-1.5, 1.5), frandom(-0.25, 0.75), 0, 0, 0); } Stop; } } Class HexenSpawnFlame : Actor { Default { RenderStyle "Add"; Alpha 0.6; +NOBLOCKMAP +NOGRAVITY +NOINTERACTION +NOCLIP } States { Spawn: MSP2 EFGHI 3 BRIGHT A_FadeOut(0.1); Stop; } } Class HexenBossTarget : RandomSpawner { Default { DropItem "BossTarget"; } }
  3. LittleWulf

    Decorate File for "BossShooters" Addon

    Decorate file. Tried both tho. What I mean by doesn't register is it does not show in the editor or ingame. However, the target will. I'm honestly at a loss with this.
  4. I was wondering if there is any way to have a switch linked with a script; that when you activate the switch, you automatically change levels. For example: Switch 1: Activate it & brings you to Map22 Switch 2: Activate it & brings you to Map19 I know there is cheats such as "idclev<map#>" to bring you to different levels; but I am planning on creating a map that allows you to choose what maps you want to play. I appropriate everyone that has read this & if anyone has any ideas or information about a script that does this, please post it to help me out. Thank you again & I wish you all a great day! PS: I'm using Doom Wadding as a senior project.
  5. LittleWulf

    Doom Builder 2 Script for Map Changing

    Thank you for the information.
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