Darkhaven4 Posted June 17, 2004 When I load up my Decorate.lmp in Doom2 for use in one of my mods, it says " / is an unknown actor property!" Here is the code from the decorate.lmp... ACTOR Strife2Acolyte 12000 { Health 80 Radius 20 Height 64 Speed 10 PainChance 200 MONSTER +FLOORCLIP SeeSound S2Acolyte/sight AttackSound S2Acolyte/rifle PainSound S2Acolyte/pain DeathSound S2Acolyte/death ActiveSound S2Acolyte/active Obituary "%o was gunned down by an Acolyte." DropItem Chaingun Damage 6 States { Spawn: ACOL A 10 A_Look Loop See: ACOL ABCD 4 A_Chase Loop Missile: ACOL E 20 A_FaceTarget ACOL F 8 A_BulletAttack ACOL E 4 A_FaceTarget ACOL F 8 A_BulletAttack ACOL E 4 A_FaceTarget ACOL F 8 A_BulletAttack ACOL E 20 A_FaceTarget Goto See Pain: ACOL E 3 ACOL E 3 A_Pain Goto See Death: ACOL G 5 ACOL H 5 A_Scream ACOL I 5 A_Fall ACOL J 5 ACOL K 5 ACOL L 5 ACOL M 5 ACOL N -1 Stop XDeath: ACOL G 5 ACOL H 5 A_Scream ACOL I 5 A_Fall ACOL J 5 ACOL K 5 ACOL L 5 ACOL M 5 ACOL N -1 Stop Raise: ACOL NMLKJIHG 3 Goto See } } Can anyone see what the fuck leads the game to believe I'm defining / as an actor property? EDIT: Also, here's the SNDINFO entries for the Strife 2 Acolyte... // Strife 2 Acolyte = 12000 S2Acolyte/sight dsbrgsit S2Acolyte/death dsbrgdth S2Acolyte/active dsbrgact S2Acolyte/rifle dspistol S2Acolyte/pain dsbrgpn0 0 Share this post Link to post
Graf Zahl Posted June 17, 2004 You have to enclose the sound names in quotation marks. As in: SeeSound "S2Acolyte/sight" The Decorate parser reads '/' as a separate word. And since your XDeath sequence is identical to the normal death you can simply omit it. If no XDeath sequence is present the monster automatically dies 'normally'. 0 Share this post Link to post
chilvence Posted June 17, 2004 Also if you are just trying to duplicate the acolyte but give it an editor number, use the inheritence thing: ACTOR NewActor : ExistingActor 12345 { } That will duplicate ExistingActor and give the NewActor a number of 12345 that you can use in the editor. 0 Share this post Link to post
Graf Zahl Posted June 17, 2004 Yes, but that won't work for Strife's Acolyte which currently does not work properly as a monster in Doom. Except for the death sequences you't have to define everything new. 0 Share this post Link to post
chilvence Posted June 17, 2004 Hmm, why wont the acolyte work in Doom mode? 0 Share this post Link to post
Graf Zahl Posted June 17, 2004 Because it doesn't use normal monster logic. It isn't activated by seeing the player - only by hearing him. Combine that with an incomplete flag implementation and you have a problem because even if it seems to work to some degree it might well be broken in the next version. And don't even think about Strife's Rebels. Their entire friendly AI hasn't been implemented yet. 0 Share this post Link to post
chilvence Posted June 17, 2004 Hmm, thats a very good point. Well, hopefully when the problem is attacked, we might get some nice new features as a side effect :) 0 Share this post Link to post
Ichor Posted June 17, 2004 Some robots will attack regardless of whether the alarm goes off or not. Try using one of them instead. 0 Share this post Link to post