About Daniel's weapon mod

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Bashe
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About Daniel's weapon mod

Post by Bashe »

With weapon 666, the one that brings monsters back, is there a way to make those ghosts disappear? It pisses me off when I try to shoot monsters down and I accidentally select weapon 666 and then those ghosts are following me forever.
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HobbsTiger1
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Post by HobbsTiger1 »

I think you should ask Daniel.
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Kirby
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Post by Kirby »

Apparently he hasn't figured it out either. He was complaining about it too, cause if they are left out too long, they start to attack you
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HobbsTiger1
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Post by HobbsTiger1 »

Then let me check the DECORATE lump.
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HobbsTiger1
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Post by HobbsTiger1 »

It has to do with the way both ACTOR's 666SeekerShot and 666HealingShot are coded, most notably the GOTO's in their States. Take a look:

Code: Select all

ACTOR 666SeekerShot
{
   Health 300
   Radius 13
   Height 8
   Speed 16
   Damage 3
   MeleeDamage 8
   DONTHURTSHOOTER
   +FRIENDLY
   +CANPASS
   +NOGRAVITY
   +FLOAT
   +FLOATBOB
   +NOTARGET
   +NORADIUSDMG
   HitObituary "%o was killed by a Bloody Ghost."
   MeleeSound "weapons/skullshot"
   DeathSound "weapons/skullexplode"
   RenderStyle Add
   Alpha 0.8
   States
   {
   Spawn:
      666S AB 4 Bright
      666S AAAA 1 Bright A_Look
      666S BBBB 1 Bright A_Look
      666E A 3 Bright
      666E BCDE 4 Bright
      Stop
   See:
      666S A 1 Bright A_SkullAttack
      666S AAAA 1 Bright A_Chase
      666S A 0 A_CustomMissile("666ShotTrail",0,0,0)
      666S BBBB 1 Bright A_Chase
      666S B 0 A_CustomMissile("666ShotTrail",0,0,0)
      Goto See+1
   Melee:
      666S AB 4 Bright A_MeleeAttack
      666S A 0 Bright A_Jump(16,1)
      Goto See+1
      666E A 3 Bright
      666E BCDE 4 Bright
      Stop
   Death:
      666E A 3 Bright
      666E BCDE 4 Bright
      Stop
   }
}

ACTOR 666HealingShot
{
   Health 300
   Radius 13
   Height 8
   Speed 10
   Damage 3
   MeleeDamage 8
   DONTHURTSHOOTER
   +FRIENDLY
   +CANPASS
   +NOGRAVITY
   +FLOAT
   +FLOATBOB
   +NOTARGET
   +NORADIUSDMG
   MeleeSound "weapons/skullshot"
   DeathSound "weapons/skullexplode"
   RenderStyle Fuzzy
   Alpha 0.8
   States
   {
   Spawn:
      666S AB 4 Bright
      666S AAAA 1 Bright A_Look
      666S BBBB 1 Bright A_Look
      666E A 3 Bright
      666E BCDE 4 Bright
      Stop
   See:
      666S A 1 Bright A_SkullAttack
      666S AAAA 1 Bright A_VileChase
      666S A 0 A_CustomMissile("666ShotTrail",0,0,0)
      666S BBBB 1 Bright A_VileChase
      666S B 0 A_CustomMissile("666ShotTrail",0,0,0)
      Goto See+1
   Heal:
      666S AB 4 Bright
      666S A 0 Bright A_Jump(32,1)
      Goto See+1
      666E A 3 Bright
      666E BCDE 4 Bright
      Stop
   Death:
      666E A 3 Bright
      666E BCDE 4 Bright
      Stop
   }
}
Now the way I see it the GOTO's should be like this:

Code: Select all

ACTOR 666SeekerShot
{
   Health 300
   Radius 13
   Height 8
   Speed 16
   Damage 3
   MeleeDamage 8
   DONTHURTSHOOTER
   +FRIENDLY
   +CANPASS
   +NOGRAVITY
   +FLOAT
   +FLOATBOB
   +NOTARGET
   +NORADIUSDMG
   HitObituary "%o was killed by a Bloody Ghost."
   MeleeSound "weapons/skullshot"
   DeathSound "weapons/skullexplode"
   RenderStyle Add
   Alpha 0.8
   States
   {
   Spawn:
      666S AB 4 Bright
      666S AAAA 1 Bright A_Look
      666S BBBB 1 Bright A_Look
      666E A 3 Bright
      666E BCDE 4 Bright
      Stop
   See:
      666S A 1 Bright A_SkullAttack
      666S AAAA 1 Bright A_Chase
      666S A 0 A_CustomMissile("666ShotTrail",0,0,0)
      666S BBBB 1 Bright A_Chase
      666S B 0 A_CustomMissile("666ShotTrail",0,0,0)
      Goto Death
   Melee:
      666S AB 4 Bright A_MeleeAttack
      666S A 0 Bright A_Jump(16,1)
      Goto See+1
      666E A 3 Bright
      666E BCDE 4 Bright
      Stop
   Death:
      666E A 3 Bright
      666E BCDE 4 Bright
      Stop
   }
}

ACTOR 666HealingShot
{
   Health 300
   Radius 13
   Height 8
   Speed 10
   Damage 3
   MeleeDamage 8
   DONTHURTSHOOTER
   +FRIENDLY
   +CANPASS
   +NOGRAVITY
   +FLOAT
   +FLOATBOB
   +NOTARGET
   +NORADIUSDMG
   MeleeSound "weapons/skullshot"
   DeathSound "weapons/skullexplode"
   RenderStyle Fuzzy
   Alpha 0.8
   States
   {
   Spawn:
      666S AB 4 Bright
      666S AAAA 1 Bright A_Look
      666S BBBB 1 Bright A_Look
      666E A 3 Bright
      666E BCDE 4 Bright
      Stop
   See:
      666S A 1 Bright A_SkullAttack
      666S AAAA 1 Bright A_VileChase
      666S A 0 A_CustomMissile("666ShotTrail",0,0,0)
      666S BBBB 1 Bright A_VileChase
      666S B 0 A_CustomMissile("666ShotTrail",0,0,0)
      Goto Death
   Heal:
      666S AB 4 Bright
      666S A 0 Bright A_Jump(32,1)
      Goto See+1
      666E A 3 Bright
      666E BCDE 4 Bright
      Stop
   Death:
      666E A 3 Bright
      666E BCDE 4 Bright
      Stop
   }
}
I could be wrong on the fix, but I'm almost sure thats the problem.
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BouncyTEM
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Post by BouncyTEM »

now, i have my own complaint about the ghosts.

after some period of time the red ghosts will start attacking ME and i'll die. well, what's the point of them being FRIENDLY if they'll turn on me?!
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HobbsTiger1
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Post by HobbsTiger1 »

erm thats what kirby said. Anyway, Daniels code needs to be cleaned up in a ton of places.
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chronoteeth
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Post by chronoteeth »

Daniel has been ignoring us greatly, he never improves, every weapon mod he makes, it is awlays the same.
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HobbsTiger1
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Post by HobbsTiger1 »

If I had heart I'd clean up the crap in ZDGuns.wad known as the DECORATE lump, which, although it wouldn't make the mod any more origional, it certainly would make it more functional. But I'm heartless. Anyway, if you wan't you can try applying my fix to Weapon 666 by editing the lump yourself. Be aware that I haven't tested this, though, and cannot guaruntee it works.
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Bashe
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Post by Bashe »

Is there a way that I could just remove the weapon 666 completely? It's very annoying to accidentally use and then have ghosts follow me and/or kill me. It shouldn't be to hard, just remove some stuff, but what? I'm afraid I might get rid of stuff and then the whole wad won't work.
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HobbsTiger1
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Post by HobbsTiger1 »

Thats even easier. Here are the steps, check the spoiler tags for a code check.

1. Edit out 666 in the KEYCONF
Spoiler:
2. Delete all references of Weapon666 from the DECORATE lump
Spoiler:
3. Delete all sprites beginning with 666.

Then you're done. Seeing as how this doesn't affect any other weapons, it shouldn't break the wad. DISCLAIMER: I do not condone the use of any methods that will alter a wad beyond the authors wishes, if you choose to use this, or my tutorial above, you do so with full knowledge of what the text file says you may/may not do, the authors permissions, and the knowledge of what I have stated above. This is to cover my ass.
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Bashe
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Post by Bashe »

I don't think anyone will care too much...it's not like I'm stealing his wad, editing it, and illegally selling it at the black market or anything.
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Arcane
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Post by Arcane »

Besides his face, is there anything in Daniel's wads that he made, graphics-wise? :\
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chronoteeth
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Post by chronoteeth »

It doesn't matter about making your own frames, it's just that, he is really bad at mods now.
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Daniel
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Post by Daniel »

I noticed that bug, but after all the tests, what I noticed is that when a friendly monster is spawned and any monsters are on its sight, it attacks the player, so the Friendly flag becomes unusable. I don't know if it's an engine bug, but the way to avoid it is to make the ghosts dissappear, as HobbyTiger1 said. I'll see what I can do, but I don't think I'll keep working on this mod.
chronoteeth wrote:Daniel has been ignoring us greatly, he never improves, every weapon mod he makes, it is awlays the same.
It's not true, I listen to all your bug notifications. I think you chronoteeth started to take your time to blame me, like some people in the community a long time ago. I'll tell why I don't make new graphics:

1 - I'm not a graphic maker, the maximum thing I do is change some details from original graphics. Every graphic I made from scratch sucked;

2 - I like to keep working and improving the same stuff until it looks good;

3 - If some weapons such as PoisonGun, Freezing gun, Weapon 666 and the Nuclear weapon aren't improves, I really don't know what is going to be a improvement.
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