Tried extracting a monster from a mod, and...

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Expand view Topic review: Tried extracting a monster from a mod, and...

Re: Tried extracting a monster from a mod, and...

by gman829 » Sat May 23, 2020 4:13 pm

i think I'm gonna scrap the project for now.

Re: Tried extracting a monster from a mod, and...

by gman829 » Sat May 23, 2020 4:06 pm

So I looked, and the attacks are missing. I tried looking through the mod's files (I left a download link at the top of the thread) and O found explosion sprites for when it's dead, but I didn't find it's rockwall sprites, missile sprites, or fire sprites.`

Re: Tried extracting a monster from a mod, and...

by Jarewill » Sat May 23, 2020 3:44 pm

You are using .pk3's structure in SNDINFO, while you are using a .wad file.
Instead of specifying a path of non-existent directories, simply write the file name:
Spoiler:
Also, I notice that the SNDINFO defines sounds that aren't even in the wad.

Re: Tried extracting a monster from a mod, and...

by gman829 » Sat May 23, 2020 3:39 pm

Ok so now it appears in my map, but I'm missing the missle sprites, fire sprites,and it doesn't make any noise, even though i put the SNDIFO lump. Here's the new version: https://drive.google.com/file/d/1pHyWmY ... sp=sharing

Re: Tried extracting a monster from a mod, and...

by gman829 » Sat May 23, 2020 3:22 pm

And I looked at the sprites the attacks aren't missing.

Re: Tried extracting a monster from a mod, and...

by gman829 » Sat May 23, 2020 3:20 pm

So all I need is to make 2 markers and the SNDINFO lump?

Re: Tried extracting a monster from a mod, and...

by Jarewill » Sat May 23, 2020 3:19 pm

The problem here is that the sprites aren't being detected as sprites, because they aren't between S_ markers.

You need to add a new "file" named S_START above the CYBIA1 sprite and S_END below the LDFXD0 sprite.

The monster is also missing sprites for it's attacks and SNDINFO definitions of the sounds.

Re: Tried extracting a monster from a mod, and...

by gman829 » Sat May 23, 2020 2:56 pm

The sprites didn't appear in Doom Builder, and I added the BFGStunLightning actor (line 907). I think i need the BFG Stun sprites.

Re: Tried extracting a monster from a mod, and...

by gman829 » Sat May 23, 2020 2:50 pm

https://drive.google.com/file/d/1ETCiYx ... sp=sharing
I uploaded it to Google Drive so you can take a look at it.

Re: Tried extracting a monster from a mod, and...

by Jarewill » Sat May 23, 2020 7:04 am

Hmmm.... Mind showing the code here?
I can only guess so much without it.

Re: Tried extracting a monster from a mod, and...

by gman829 » Fri May 22, 2020 4:16 pm

I gave the editor number 15001 and there were no errors in the console. Strange since I got all the sprites in the mod...

Re: Tried extracting a monster from a mod, and...

by Jarewill » Fri May 22, 2020 3:17 pm

Is the editor number for the actor and the placed thing the same?
Any errors logging into the console?

Re: Tried extracting a monster from a mod, and...

by gman829 » Fri May 22, 2020 2:59 pm

So I found the definition for BFGStunLightning, put it in the code, but the monster doesn't show up. Instead, the classic red square with a yellow exclamation mark.

Re: Tried extracting a monster from a mod, and...

by Jarewill » Fri May 22, 2020 2:47 pm

By that I meant to write properties and/or states there. You can even leave it simply empty as {} if you want.
However, those two actors inheriting from BFGStunLightning may not work correctly without the original definition, which is probably somewhere in that mod in a different DECORATE file.

Re: Tried extracting a monster from a mod, and...

by gman829 » Fri May 22, 2020 2:42 pm

So first I create the BFGStunLightning actor above the ArgentAccuLightning and then what do you mean by "do stuff here?" Do I write what actors to define it to? And if so, how would I write it?

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