suicide Posted June 26, 2007 Hi! I´m relatively new to doom editing. I´m trying to insert my decorate stuff with xwe. I´m using zdoom if that matters. I´m familiar with level editing but i now want to create new actors. It would be great if somebody can help me. Or does somebody have an link for a detailed tutorial??? Thanks in advance! Cheers 0 Share this post Link to post
Dutch Doomer Posted June 26, 2007 I can't say I like your nickname the Zdoom Wiki should answer most of your questions. 0 Share this post Link to post
Chopkinsca Posted June 26, 2007 entry -> new Call it decorate and you are set. For further information, go to the wiki as Dutch Devil has pointed out already. 0 Share this post Link to post
suicide Posted June 27, 2007 Yay it works! thanks!!! the next question is, how can i use the inheritance mechanism? I.e. for changing the healtpoints of an actor? 0 Share this post Link to post
farhaven Posted June 27, 2007 just use this,for example: actor DoomImp_ : DoomImp replaces DoomImp { health 9000 }to get an über-imp with more health than a spider mastermind 0 Share this post Link to post
Xaechireon Posted June 28, 2007 ZDoom wiki's Actor Classes page has various DECORATE definitions of existing things. After reading the tutorials on DECORATE, the Actor Classes page will really help you get the hang of it. 0 Share this post Link to post
Vitek Posted July 2, 2007 Hi there, I don't want to start a new thread for my question, so I am putting it here. Do you know how to make monster disappear after it's death states? I mean in DECORATE lump and totally disappear (remove from the map). In EDGE's DDF it was #remove command or something (lost soul uses it at the end of death states), but I am into (G)ZDoom now and can't find any DECORATE lump with states for original monsters. Thanks for the help. 0 Share this post Link to post
farhaven Posted July 3, 2007 you use a death frame like this:Death: FOO1 A 1 A_KeenDie FOO1 BC 2 stop 0 Share this post Link to post
busta5000 Posted June 11, 2008 I went to wiki & read the new monster decorate. well I download monsters from realm667 so the decorate is already there & from what I understood from the wiki the structure of the decorate of the monster I downloded is correct but when I go to XWE & open my wad & merge it with the monsters wad it does the following: messes up the sprites & changes them to images so I change them manually by going to change type & type 31 which means sprite. each type has a number so I changed the number to the numbers in the original wad of the monster. after that I checked the decorate code & it is the sam it is correct but when I close XWE & open Doombuilder the new monster is not in the monsters category!!!! this is the code can you tell me what is wrong with it p.s I noticed that every decorate is different from each other some have //$category monsters & some don't I tried both but no success well this is the code: ACTOR BruiserDemon 3333 { //$Category Monsters Health 1500 Radius 24 Height 64 Mass 2000 Speed 8 PainChance 15 Monster +BOSS +FLOORCLIP +LOOKALLAROUND +MISSILEEVENMORE +NORADIUSDMG MissileType BruiserBall SeeSound "superbaron/scream" PainSound "superbaron/pain" DeathSound "superbaron/death" ActiveSound "superbaron/act" MeleeSound "baron/melee" Obituary "%o was slaughtered by a Bruiserdemon." HitObituary "%o was cremated by a Bruiserdemon." MeleeDamage 20 Scale 1.25 States { Spawn: BRUS AB 10 Bright A_Look Loop See: BRUS AABBCCDD 3 Bright A_Chase Loop Melee: BRUS E 6 Bright A_FaceTarget BRUS F 6 Bright A_FaceTarget BRUS G 6 Bright A_ComboAttack Goto See Missile: BRUS E 0 Bright A_Jump(144, 8) BRUS EF 6 Bright A_FaceTarget BRUS G 6 Bright A_MissileAttack BRUS G 0 Bright A_Jump(96, 1) Goto See BRUS HI 6 Bright A_FaceTarget BRUS J 6 Bright A_MissileAttack Goto See BRUS E 0 Bright A_Jump(96, 20) BRUS E 6 Bright A_FaceTarget BRUS F 4 Bright A_FaceTarget BRUS F 2 Bright A_Custommissile("BruiserBall2",56,0,-40,0) BRUS G 1 Bright A_Custommissile("BruiserBall2",56,0,-30,0) BRUS G 1 Bright A_Custommissile("BruiserBall2",56,0,-20,0) BRUS G 1 Bright A_Custommissile("BruiserBall2",56,0,-10,0) BRUS G 1 Bright A_Custommissile("BruiserBall2",56,0,0,0) BRUS G 1 Bright A_Custommissile("BruiserBall2",56,0,10,0) BRUS G 1 Bright A_Custommissile("BruiserBall2",56,0,20,0) BRUS G 0 Bright A_Jump(96, 1) Goto See BRUS H 6 Bright A_FaceTarget BRUS I 4 Bright A_FaceTarget BRUS I 2 Bright A_Custommissile("BruiserBall2",56,0,40,0) BRUS J 1 Bright A_Custommissile("BruiserBall2",56,0,30,0) BRUS J 1 Bright A_Custommissile("BruiserBall2",56,0,20,0) BRUS J 1 Bright A_Custommissile("BruiserBall2",56,0,10,0) BRUS J 1 Bright A_Custommissile("BruiserBall2",56,0,0,0) BRUS J 1 Bright A_Custommissile("BruiserBall2",56,0,-10,0) BRUS J 1 Bright A_Custommissile("BruiserBall2",56,0,-20,0) Goto See BRUS KL 6 Bright A_FaceTarget BRUS M 2 Bright A_Custommissile("BruiserFireSpawner",16,0,-15,0) BRUS M 2 Bright A_Custommissile("BruiserFireSpawner",16,0,0,0) BRUS M 2 Bright A_Custommissile("BruiserFireSpawner",16,0,15,0) Goto See Pain: BRUS N 5 Bright A_Pain Goto See Death: BRUD A 6 Bright A_Scream BRUD BCD 4 Bright BRUD EFG 4 Bright BRUD H 4 Bright A_Fall BRUD IJKLMNOP 4 Bright BRUD QRSTUV 4 BRUD W -1 Stop } } ACTOR BruiserBall { Radius 16 Height 16 Speed 18 Damage 16 Projectile +RANDOMIZE RenderStyle "ADD" Alpha 0.9 SeeSound "imp/attack" DeathSound "imp/shotx" MissileType BruiserBallTrail Missileheight 0 States { Spawn: BRBA AABB 2 BRIGHT A_MissileAttack Loop Death: BRBA KLMNOPQRSTUVWX 3 Bright Stop } } ACTOR BruiserBall2 { Radius 8 Height 8 Speed 10 Damage 8 Projectile +RANDOMIZE RenderStyle "ADD" Alpha 0.9 SeeSound "imp/attack" DeathSound "imp/shotx" States { Spawn: BRB2 AB 6 BRIGHT Loop Death: BRB2 CDEFGHI 3 Bright Stop } } ACTOR BruiserFireSpawner { Radius 8 Height 8 Speed 12 Damage 0 +RIPPER +FLOORHUGGER +BLOODLESSIMPACT Projectile MissileType BruiserFire Missileheight 0 States { Spawn: TNT1 A 3 Bright A_MissileAttack TNT1 A 3 TNT1 A 3 Loop Death: TNT1 A 6 Stop } } actor BruiserBallTrail { Radius 1 Height 1 Speed 0 PROJECTILE RENDERSTYLE ADD ALPHA 0.70 +NOCLIP States { Spawn: BRBA CDEFGHIJ 4 Bright Stop } } ACTOR BruiserFire { Radius 1 Height 1 Speed 0 Damage 20 PROJECTILE RENDERSTYLE ADD ALPHA 0.9 +NOCLIP +FLOORHUGGER SeeSound "weapons/rocklx" States { Spawn: XXBF AB 3 Bright XXBF C 3 Bright A_Explode(48,128,0) XXBF DEFGHIJKLMNOPQRST 3 Bright Stop } } 0 Share this post Link to post
D_GARG Posted March 25, 2010 hmm, ive noticed that when i tried out WRW.wad, it seems that the decorate codes sometimes do not work at all by some reason, is it beacuse different versions of the engines ( mostly zdoom ) but why deos the change the support to the different engine versions anyway(if it is so)? it seems kinda stupid/un logic/annoying/what ever you like to call it, to remove old code at the same time as you're adding new and more modern code. it messes up for those who wants to test the old stuff and then it does not work beacuse of too new version of engine. 0 Share this post Link to post
Gez Posted March 25, 2010 busta5000 said:I went to wiki & read the new monster decorate. well I download monsters from realm667 so the decorate is already there & from what I understood from the wiki the structure of the decorate of the monster I downloded is correct but when I go to XWE & open my wad & merge it with the monsters wad it does the following: messes up If you don't want XWE to mess up, do not use XWE. XWE messes up, it's what it does. busta5000 said:the sprites & changes them to images so I change them manually by going to change type & type 31 which means sprite. This is stupid XWEness. Sprites are images anyway. Lumps do not have a type numeral anywhere. Most probably, you're doing it wrong and forgetting to put the sprites between sprite markers. busta5000 said:when I close XWE & open Doombuilder the new monster is not in the monsters category!!!! Who fucking cares? Is it really important? busta5000 said://$category monsters & some don't I tried both but no success well this is the code: Anything that is after // in a DECORATE lump is a comment and is ignored by the engine. DB exploit this to have special comments such as //$category. That DB/DB2 can parse DECORATE code and automatically add actors with an editor number is a nifty little function, which is nice and all, but really not necessary since you can just enter any value you want for a thing's type anyway. But yeah, put //$category Monsters and DB will add it to the Monsters category -- provided that it has an editor number. D_GARG said:hmm, ive noticed that when i tried out WRW.wad, it seems that the decorate codes sometimes do not work at all by some reason, is it beacuse different versions of the engines ( mostly zdoom ) but why deos the change the support to the different engine versions anyway(if it is so)? it seems kinda stupid/un logic/annoying/what ever you like to call it, to remove old code at the same time as you're adding new and more modern code. it messes up for those who wants to test the old stuff and then it does not work beacuse of too new version of engine. What. None of what you say make any sense or seems based on reality. The WRW is a buggy piece of shit that was not created for ZDoom in the first place, but for the ZDoom Community Build. 0 Share this post Link to post
D_GARG Posted March 25, 2010 Gez said:Who fucking cares? Is it really important? What. None of what you say make any sense or seems based on reality. The WRW is a buggy piece of shit that was not created for ZDoom in the first place, but for the ZDoom Community Build. sometimes is it important. ok, WRW is just buggy, so then the zdoom build is not finished yet beacuse WRW is screwed, was it suposed to be togheter with the zdoom build? well sometimes DECORATE just dont want to work with some zdoom versions, do all versions have the same support for DECORATE? WRW worked for me only once ... then it went: YAHOOO! 0 Share this post Link to post
Gez Posted March 25, 2010 No, it never is important. It's a nice little bonus, but it's not actually needed. And why do you want to use the WRW anyway? It's not a weapon mod, it's a resource. It was supposed to be there for modders to pick something from it and plug it in their project; but not to be played standalone. Also, the weapons are crap. Tell you what, go here instead. 0 Share this post Link to post
D_GARG Posted March 25, 2010 Gez said:No, it never is important. It's a nice little bonus, but it's not actually needed. And why do you want to use the WRW anyway? It's not a weapon mod, it's a resource. It was supposed to be there for modders to pick something from it and plug it in their project; but not to be played standalone. Also, the weapons are crap. Tell you what, go here instead. YEHEA ALLRIGT, now i can also see how weapons are scripted, ... now, i was almost going to make some weapons myself but i think i take som of this and put it in my project of modifying E1 ! thnx for the advice. 0 Share this post Link to post