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fiend-o-hell

Modifing Archvile decorate

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First off, im replacing the iwad's archvile directily with my own decorate version using the same doomed# and spawnid.

I have a problem modifing the archvile's behavior because no matter how i change the missile states, it alweas does its same basic flame attack. No matter what AI action code pointer i use, i get the same results. What the hell?!?!

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Post your decorate code first, then one of the more experienced ZDoom geezers will be able to tell you what's wrong. Can't do much till then really.

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I don't think its neccessary, but if you want to look at it, be my guest.

actor DEVILKIN 64
{
spawnid 111
obituary "%o was incinerated by an Devilkin."
health 500
radius 20
height 56
mass 500
speed 15
painchance 0
seesound "vile/sight"
painsound "vile/pain"
deathsound "vile/death"
activesound "vile/active"
MONSTER
+FLOORCLIP
+QUICKTORETALIATE
states
{
Spawn:
VILE AB 10 A_Look
loop
See:
VILE AABBCCDDEEFF 2 A_VileChase
loop
Missile:
TNT1 A 0 A_Jump(255,7)
VILE G 0 bright A_VileStart
VILE G 10 bright A_FaceTarget
VILE H 8 bright A_VileTarget // See ArchvileFire
VILE IJKLMN 8 bright A_FaceTarget
VILE O 8 bright A_VileAttack
VILE P 20 bright
goto See
VILE IJKLMN 4 bright A_FaceTarget
VILE N 0 bright A_CustomMissile("DEVILKINAnnihilator",50,5,300)
VILE N 0 bright A_CustomMissile("DEVILKINAnnihilator",50,5,0)
VILE N 5 bright A_CustomMissile("DEVILKINAnnihilator",50,5,60)
VILE P 25 bright
goto See
Heal:
VILE "[\]" 10 bright
goto See
Pain:
VILE Q 5
VILE Q 5 A_Pain
goto See
Death:
VILE Q 7
VILE R 7 A_Scream
VILE S 7 A_NoBlocking
VILE TUVW 7
VILE XY 5
VILE Z -1
stop
}
}

As you can see, not much has been modified from the original decorate code, im just trying to add attack moves. Dont pay heed to A_Jump(255,7) and other odd quirks,for its just test code.

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So does anybody have this problem when trying to replace the archvile in decorate? Try using my code really quick to see what im talking about, but instead replace "DEVILKINAnnihilator" with A_BruisAttack or something.

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Ah never mind. I can't believe i didnt catch such a simple mistake. I even unawarely pointed out where the problem was too! LOL. It was supposed to jump 9 frames, not 7. I guess i was to caught up in other stuff to see it.

Well.....just to put this thread to use, im pleased to announce my new wad, DOOM:BARRENLAND, will be released in about 2 weeks. Its will incorparate many gzdoom features that will not only be aesthecaly pleasing, but fun. Ill post more information up around the forums a tad bit later, so check it out. Thanks.

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Someone should modify the Pain Elemental so that it leaves a corpse and can actually be ressurected.

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For what? All you need to do is come up with the death sprites and put a -1 int. From the looks of it, isnt the raise state already defined?

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It is. And if you need some sprites where it leaves a body, you can find them in 'Cold as Hell'.

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Never knew there were death sprites available. And yes, I know the PE does have resurrection frames. Thanks for the info.

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