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Darkhaven4

What...The...Fuck?

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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

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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'.

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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.

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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.

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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.

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Hmm, thats a very good point. Well, hopefully when the problem is attacked, we might get some nice new features as a side effect :)

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Some robots will attack regardless of whether the alarm goes off or not. Try using one of them instead.

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