Bug/bad decorate? Missile expl invisible [Real script added]

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Kresjah
Posts: 41
Joined: Sat Aug 23, 2008 7:21 pm

Bug/bad decorate? Missile expl invisible [Real script added]

Post by Kresjah »

For my next monster in The Joyous Easy Mod, I'm working on a very special projectile. This is a timed missile (main) that explodes shortly after launch, which triggers another custom missile (secondary). The secondary missile works perfectly fine, however, the main missiles explosion anims don't.

Quite simply, whenever it explodes, it becomes invisible, meaning you can't see the explosion.

Here's the decorate, but do note that I've trunctate a few names to keep the secrets of it's full effect until I get my monster done for release ;) This does mean that if you find pure spelling errors, these might not really be there in the real script. Now featuring the real script! Also note that I've tried both using state names for the jump, as well as using just frame number jumping, none of them works.

Code: Select all

ACTOR RocketCracker
{
	Game Doom
	SpawnID 127
	Radius 0
	Height 8
	Speed 18
	Damage 0
	Reactiontime 20
	Projectile
	+RANDOMIZE
	+DEHEXPLOSION
	+ROCKETTRAIL
	SeeSound "weapons/rocklf"
	DeathSound "imp/shotx"
	Obituary "$OB_MPROCKET"
	States
	{
	Spawn:
		MISL A 1 Bright A_Countdown
		Loop
	Death:
		FBXP A 1 Bright A_PlaySoundEx("misc/gibbed","SoundSlot5")
		TNT1 A 0 Bright A_Jump(256,"Green","Blue","Purple","Red","Yellow","White")
		Goto Red
	Green:
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzGreen",0,-3,0,6)
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzGreen",0,-2,0,6)
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzGreen",0,-1,0,6)
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzGreen",0,0,0,6)
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzGreen",0,1,0,6)
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzGreen",0,2,0,6)
		FBXP A 8 Bright A_CustomMissile("RocketCrackerWorkzGreen",0,3,0,6)
		Goto DeathEnd
	Blue:
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzBlue",0,-3,0,6)
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzBlue",0,-2,0,6)
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzBlue",0,-1,0,6)
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzBlue",0,0,0,6)
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzBlue",0,1,0,6)
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzBlue",0,2,0,6)
		FBXP A 8 Bright A_CustomMissile("RocketCrackerWorkzBlue",0,3,0,6)
		Goto DeathEnd
	Purple:
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzPurple",0,-3,0,6)
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzPurple",0,-2,0,6)
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzPurple",0,-1,0,6)
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzPurple",0,0,0,6)
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzPurple",0,1,0,6)
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzPurple",0,2,0,6)
		FBXP A 8 Bright A_CustomMissile("RocketCrackerWorkzPurple",0,3,0,6)
		Goto DeathEnd
	Red:
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzRed",0,-3,0,6)
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzRed",0,-2,0,6)
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzRed",0,-1,0,6)
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzRed",0,0,0,6)
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzRed",0,1,0,6)
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzRed",0,2,0,6)
		FBXP A 8 Bright A_CustomMissile("RocketCrackerWorkzRed",0,3,0,6)
		Goto DeathEnd
	Yellow:
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzYellow",0,-3,0,6)
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzYellow",0,-2,0,6)
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzYellow",0,-1,0,6)
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzYellow",0,0,0,6)
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzYellow",0,1,0,6)
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzYellow",0,2,0,6)
		FBXP A 8 Bright A_CustomMissile("RocketCrackerWorkzYellow",0,3,0,6)
		Goto DeathEnd
	White:
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzWhite",0,-3,0,6)
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzWhite",0,-2,0,6)
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzWhite",0,-1,0,6)
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzWhite",0,0,0,6)
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzWhite",0,1,0,6)
		TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzWhite",0,2,0,6)
		FBXP A 8 Bright A_CustomMissile("RocketCrackerWorkzWhite",0,3,0,6)
		Goto DeathEnd
	DeathEnd:
		FBXP B 6 Bright
		FBXP C 4 Bright
		Stop
	}
}
Last edited by Kresjah on Wed Sep 24, 2008 2:17 am, edited 3 times in total.
User avatar
Macil
Posts: 2529
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Preferred Pronouns: He/Him
Location: California, USA. Previously known as "Agent ME".
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Re: Bug? Or bad decorate? Missile explosion invisible

Post by Macil »

I think for Death states you needed to have an extra frame at the start that didn't use a codepointer? (Or maybe that was for weapons?)
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TheDarkArchon
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Re: Bug? Or bad decorate? Missile explosion invisible

Post by TheDarkArchon »

Agent ME wrote:I think for Death states you needed to have an extra frame at the start that didn't use a codepointer? (Or maybe that was for weapons?)
That's for everything but you've got the wrong state (Spawn).
Kresjah
Posts: 41
Joined: Sat Aug 23, 2008 7:21 pm

Re: Bug? Or bad decorate? Missile explosion invisible

Post by Kresjah »

I've already tried that actually (forgot to mention that). I had this line as the first in the Death state:

Code: Select all

FBXP A 8
It then showed that frame for the 8 tics, and the rest became invisible.

TheDarkArchon: Wrong states?

EDIT: The missile is only invisible when it explodes. When flying in air it works like it should.
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TheDarkArchon
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Re: Bug? Or bad decorate? Missile explosion invisible

Post by TheDarkArchon »

Kresjah wrote: TheDarkArchon: Wrong states?
Not you, Agent ME got mixed when going on about one of DECORATEs quirks. (Codepointers in the first state never get executed
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Graf Zahl
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Re: Bug? Or bad decorate? Missile explosion invisible

Post by Graf Zahl »

What's 'Red'. This label doesn't seem to exist and AFAIK A_Jump does not work on states that cause immediate destruction of the actor. Make the A_Jump state have a duration of 1 and terminate it with 'stop'.
Kresjah
Posts: 41
Joined: Sat Aug 23, 2008 7:21 pm

Re: Bug? Or bad decorate? Missile explosion invisible

Post by Kresjah »

Graf:
This is a classic example of what I mentioned (although I blame none other than myself).
Kresjah wrote:but do note that I've trunctate a few names to keep the secrets of it's full effect until I get my monster done for release ;) This does mean that if you find pure spelling errors, these might not really be there in the real script.
Changed "Goto Red" to "Goto First" in the opening post code. In the real script (where the only differences are state names and projectile names), there is a Red state (namely the first state after Missile). I can also guarantee that it's not spelling of state names... the states themselves execute perfectly (meaning that each of the NewExtraMissile?????? projectiles launch as they should. The only thing that doesn't happen is that the actual explosion sprite doesn't show.

I'll post up the entire thing in a few minutes including this script (prepping it for release as we speak) with the bugs still intact. I'll edit this post when I'm done (expect it at latest within 15 minutes).

EDIT: Ok, I've uploaded the current pre-alpha of the mod with the buggy script. This also means there's no use in me hiding the names (by renaming Red to First, etc.) and stuff, the secret is out. So I've switched the script in opening post with the real script (which also feature some added frames).

Here's the full mod: http://forum.zdoom.org/viewtopic.php?f=19&t=19150
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Graf Zahl
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Re: Bug? Or bad decorate? Missile explosion invisible

Post by Graf Zahl »

Kresjah wrote:Graf:
This is a classic example of what I mentioned (although I blame none other than myself).
Kresjah wrote:but do note that I've trunctate a few names to keep the secrets of it's full effect until I get my monster done for release ;) This does mean that if you find pure spelling errors, these might not really be there in the real script.
Don't do that if you want help!
Kresjah
Posts: 41
Joined: Sat Aug 23, 2008 7:21 pm

Re: Bug/bad decorate? Missile expl invisible [Real script added]

Post by Kresjah »

I'm sorry then! :( I figured that jokemods are the kind of mods that lose their charm once you know what's gonna happen, so I tried to retain the suspense. I only tried to make sure it remained fun after this topic too.

Anyways, the real script is in opening post now. :\
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