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lwks

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About lwks

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  1. Not about the code, about the PK3 file, I have a PK3 file and everything seems to be organized, each thing inside it's correct folder but the maps don't open, like I tried putting a wad with the levels, tried saving one level in a separated wad but when I load the game it plays Doom II's Map01
  2. Wait, Doomworld actually support this? asd Edit (LMAO, IT WORKS /\ ) Thanks anyway, gotta do the rough way... Edit 2.0 And abou the PK3 file...?
  3. A_SpawnItemEx chance of spawning goes from 0 to 256, shouldn't it be 0 to 255? WTH? Also I've created a damn PK3 files and put levels inside them with SLADE and some Stuff, but when I try to play the PK3 GZDoom doesn't find a level Also 2.0 CODE if (GetCVAR(hs_hierarchy = 1)){ //REVENANT// actor MinionRevenant : Revenant replaces Revenant { DropItem "RocketAmmo" States { Death: SKEL LM 7 SKEL N 7 A_Scream SKEL O 7 A_NoBlocking SKEL P 7 SKEL P 0 A_SpawnItemEx("ChaingunGuySpawner",0,0,0,0,0,0) SKEL Q -1 Stop } } ...more code } else { } /CODE I get this error Script error, "Hellspawn v1.1.wad:DECORATE" line 45: Expected '{', got '(GetCVAR(hs_hierarchy'. I think DECORATE can't handdle code like that, right? Is there a way for me to check a variable and them load one decorate file or another?
  4. Oh, I already know about that, that's why the mod isn't called just "Hellspawn", thus "Hell's Army". I really liked the name, but I may change it later ofc, for now Hellspawn seems perfect. Also, don't forget to give me some feedback after trying the mod, okay? :)
  5. Hello guys! This is my first mod (Yaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaayy...), you are warned. This mod makes most of the demons spawn reinforcements (other demons, duhh) when dying (two, more precisely). Here is a simple image of the spawn hierarchy (as of v1.1): Also, Revenants drop one Rocket and the Maccubus and the Arachnotron drop one Cell, to help handdle the increased number of demons, a really small quantity though the high number of Human Demons should be enough to provide y'all with ammo...just in case... SCREENIES! (OLD v1.0) NOT COMPATIBLE with anything that changes vanilla monsters. Should run well with mods that add new monsters. Want to make it compatible with Smoth Doom and other mods) YEAH, NO BRUTAL DOOM, DEAL WITH IT BITCH! (Sorry.) NOW COMPATIBLE WITH LEGENDOOM, BITCH! Download Links:Changelog:PRO TIP PLAY HELLSPAWN WITH THIS! It's gonna help...seriously. Or dis: LegenDoom Hearts of Demons - BARON As for now I'd say I have some interesting stuff on my TODO list, but I have to improve my DECORATE skills to be able to do that, so have fun. And remember to say what you thought about the mod
  6. Thank you, but that was just out of curiosit, I need them without collision. =) Edit: Ok, just for the record I went to Doom ][ Map 13 and killed some of the Revenants on those Edges and I figured out that the "while (!A_SpawnItemEx)" where causing something very strange, demons killed by the telefrag didn't count as spawned and it seem cause enemies to spawn infinitely, in less than 15 seconds I got like 250 monsters killed, now the whole code follow this structure: actor MinionShotgunGuy : ShotgunGuy replaces ShotgunGuy { States { Death: SPOS H 5 SPOS I 5 A_Scream SPOS J 5 A_NoBlocking SPOS K 5 SPOS K 0 A_SpawnItemEx("ZombieManSpawner",0,0,0,0,0,0) SPOS L -1 Stop XDeath: SPOS H 5 SPOS N 5 A_XScream SPOS O 5 A_NoBlocking SPOS PQRST 5 SPOS T 0 A_SpawnItemEx("ZombieManSpawner",0,0,0,0,0,0) SPOS U -1 Stop } } Yeah, like a normal code... =) Ty anyways
  7. TY guys, your name will be on the credits, it worked here, and I'll rework the whole mod, then test and release as v1.1, many thanks strangers! You saved my lif...I mean, my mod! xD Edit: Also, the actor that spawns the demons has Height and Radius, but it doesn't Block the player, is it because it doesn't have mass? actor ZombieManSpawner { Radius 20 Height 56 States{ Spawn: TNT1 A 0 TNT1 A 0 A_SpawnItemEx("TeleportFog") TNT1 A 0 A_SpawnItemEx("LookZombieMan",0,0,0,Random(-5, 5),Random(-5, 5),0,0,SXF_TELEFRAG) TNT1 A 50 TNT1 A 0 A_SpawnItemEx("TeleportFog") TNT1 A 0 A_SpawnItemEx("LookZombieMan",0,0,0,Random(-5, 5),Random(-5, 5),0,0,SXF_TELEFRAG) Stop } }
  8. LOL, I though I could just throw the SXF anywhere and the code would understant, cause I've actually done this, but with the SXF_NOCHECKPOSITION, and I didn't had any problem, but thanks, gonna try
  9. Ok, I know the basics of programming, I know what's happening, but I've never worked with returns, so I didn't know what was that, so it basically ensure that the game doesn't freeze, right? Also, I'm using this now: actor MinionShotgunGuy : ShotgunGuy replaces ShotgunGuy { var int user_spawn; States { Death: SPOS H 5 SPOS I 5 A_Scream SPOS J 5 A_NoBlocking SPOS J 0 { user_spawn = 0; while(!A_SpawnItemEx("ZombieManSpawner",0,0,0,0,0,0) && user_spawn<10) { user_spawn++; } } SPOS K 5 SPOS L -1 Stop XDeath: SPOS H 5 SPOS N 5 A_XScream SPOS O 5 A_NoBlocking SPOS PQRST 5 { user_spawn = 0; while(!A_SpawnItemEx("ZombieManSpawner",0,0,0,0,0,0) && user_spawn<10) { user_spawn++; } } SPOS U -1 Stop } } actor ZombieManSpawner { Radius 20 Height 56 States{ Spawn: TNT1 A 0 TNT1 A 0 A_SpawnItemEx("TeleportFog") TNT1 A 0 A_SpawnItemEx("LookZombieMan",0,0,0,Random(-5, 5),Random(-5, 5),0,SXF_TELEFRAG) TNT1 A 50 TNT1 A 0 A_SpawnItemEx("TeleportFog") TNT1 A 0 A_SpawnItemEx("LookZombieMan",0,0,0,Random(-5, 5),Random(-5, 5),0,SXF_TELEFRAG) Stop } } Telefrag isn't working, wth? Why is that? If the Telefrag don't work I'll need to use the user_spawn
  10. Well, thank you sir, now it's working: Death: SPOS H 5 SPOS I 5 A_Scream SPOS J 5 A_NoBlocking SPOS J 0 { user_spawn = 0; while(!A_SpawnItemEx("ZombieManSpawner",0,0,0,0,0,0) && user_spawn<100) { user_spawn++; } } SPOS K 5 SPOS L -1 Stop Thing is, the concept of the mod is to spawn two demons, not just one, I think I'll have to put a really good time difference between the two spawns, thing is IF an enemy come closer to the spawn point and block the second spawn? Any sugestions? Also, I'll put your name big and bold on the credits, cause you totally solved the problem for me. Also, this "&& user_spawn<100", what's its use? Is it just to prevent the game freezing? Cause I just deleted it and the mod didn't have any problem.
  11. This is impossible, the Spawn occur during the death animation. If you want more, go check my mod on the ZDoom Forum, it's on the first page on the Projects. It's "Hellspawn: Hell's Army" The thing is, whenever an demon dies it spawns other demons. I used the SFX_NOCHECKPOSITION to fix the problem of not spawning, but it's causing the actors to spawn inside walls and stuff...now I sincerely don't know how to fix it... Edit: I'll just link here for the sake of lazyness. https://forum.zdoom.org/viewtopic.php?f=19&t=54133 Edit2: Gez, your code didn't work. Edit3: Tried this: { while(!A_SpawnItemEx("LookZombieMan",Random(-50, 50),Random(-50, 50),Random(-20,20),0,0,0)) { A_SpawnItemEx("LookZombieMan",Random(-50, 50),Random(-50, 50),Random(-20,20),0,0,0); } } Didn't work at all, sometimes it spawns 2, 3 or even 4 ZombieMans, and even, once inside a wall. is there a way for my fix this with advanced programming? (Which skills I do not have) Cuz it seems to me my mod is dead.
  12. The problem is that the Spawn fail on a clean surface, I really can't believe that a loop won't solve the problem, u sure? I'm talking about a clean surface. Please, just let me test here, and even so, I'd need a return to check if the actor weren't spawned to spawn again using a SFX_NOCHECKPOSITION. (The problem is that I NEED to get rid of SFX_NOCHECKPOSITION, cause it's causing the actors to spawn inside walls).
  13. Actually I want to get rid of the SFX_NOCHECKPOSITION. This is causing the actors to spawn inside walls, but the problem is that without it the spawn is like, 5% chance of happening, even though the actor is in a flat and clean surface. That's why I need return, to check if the spawn was successfully and stop the loop (and also to play the Teleport animation but whatever).
  14. Well, I read in the ZDoom Wiki that I can use return to check if the A_SpawnItemEx successfully spawned an actor, and that's what I want to do, but I should have put the return inside the "while". So...I have to use return without bracketsm cause on the ZDoom Wiki they're all with brackets? Can someone send me a exemple of return? I really have no ideia of how to use this to check if the A_SpawnItemEx was sucessful.
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