by Noxsis1408 » Sun Dec 10, 2017 7:48 pm
So iv'e been using GZdoom builder R2364 for about a year now. I updated it to the newest version (R2787) but now all of my custom things no longer show in the editor. They still work when I play the game but don't show in the editor when they did before. Here's a monster and weapon that i have in my wad.
Code: Select all
ACTOR Raptor : Weapon 5559
{
//$Category Weapons
Weapon.slotnumber 2
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "You got the Raptor Handgun!"
Weapon.AmmoType1 "Clip"
Weapon.AmmoGive 12
Weapon.AmmoUse1 2
Weapon.KickBack 350
Decal "BulletChip"
States
{
Spawn:
RPTP A -1
Loop
Ready:
RPTN A 1 A_WeaponReady
Loop
Deselect:
RPTN A 1 A_Lower
Loop
Select:
RPTN A 1 A_Raise
Loop
Fire:
TNT1 A 0 A_PlaySound("weapons/raptor")
TNT1 A 0 A_GunFlash
RPTN B 1 Bright A_FireBullets(2, 3, 2, 8, "RaptorPuff", 1)
RPTN CD 1
RPTN A 2
TNT1 A 0 A_PlaySound("weapons/raptor")
TNT1 A 0 A_GunFlash
RPTN B 1 Bright A_FireBullets(2, 3, 2, 8, "RaptorPuff", 1)
RPTN CD 1
RPTN A 12
RPTN A 1 A_ReFire
Goto Ready
AltFire:
RPTM ABC 2
TNT1 A 0 A_CustomPunch(0, 0, 0, "RaptorMPuffDummy",85)
RPTM D 1 A_CustomPunch(20, 0, 0, "RaptorMPuff",85)
RPTM EFGH 1
TNT1 A 13
TNT1 A 1 A_ReFire
Goto Ready
Flash:
TNT1 A 2 Bright A_Light1
Goto LightDone
}
}
Code: Select all
ACTOR ZombieScientistHeadless 3214
{
//$Category Monsters
Species Scientist
var int user_shots;
var int user_baseangle;
var int user_donefirstfire;
obituary "%o stepped into a headless zombie's line of fire."
health 40
gibhealth 16
mass 90
speed 15
Radius 20
Height 44
painchance 220
seesound "monster/SZHDWAKE"
painsound "monster/SZHDPAIN"
deathsound "monster/SZHDDEAD"
activesound "monster/SZHDSNRL"
MeleeRange 64
MONSTER
+FLOORCLIP
+AVOIDMELEE
+MISSILEMORE
+MISSILEEVENMORE
+DROPOFF
DropItem "Clip"
States
{
Spawn:
SZHD AB 10 A_Look
loop
See:
SZHD A 0 A_JumpIf(user_donefirstfire != 1, "PrepareFirstFire")
SZHD ABCD 5 A_Chase
loop
PrepareFirstFire:
//We've woken! If we can see the player from where we are, fire at random
SZHD A 0 A_Chase //This ensures the "see" sound plays first time
SZHD E 0 A_SetUserVar("user_donefirstfire", 1)
SZHD E 0 A_FaceTarget
SZHD E 0 A_JumpIfTargetInLOS("Missile")
goto See
Melee:
//On melee, fire all you have at where you think the player is!
SZHD E 0 A_SetUserVar("user_donefirstfire", 1)
SZHD E 0 A_SetUserVar("user_shots", random(7, 10))
SZHD E 0 A_PlaySound("10MM/Cock")
SZHD E 20 A_FaceTarget
MeleeLoop:
SZHD E 1 A_PlaySound ("10MM/FIRE")
SZHD F 2 BRIGHT A_CustomBulletAttack(0, 0, 1, 3*random(1,3), "BulletPuff", 0, CBAF_AIMFACING | CBAF_NORANDOM)
SZHD E 0 A_SetUserVar("user_shots", user_shots-1)
SZHD E 0 A_JumpIf(user_shots > 0,"MeleeLoop")
SZHD E 35
goto See
Missile:
SZHD E 0 A_SetUserVar("user_shots", random(3, 5))
SZHD E 0 A_FaceTarget
SZHD E 0 A_SetUserVar("user_baseangle", angle)
SZHD E 6 A_SetAngle (user_baseangle + random(-25, 25))
MissileLoop:
SZHD E 1 A_PlaySound ("10MM/FIRE")
SZHD F 3 BRIGHT A_CustomBulletAttack(0, 0, 1, 3*random(1,3), "BulletPuff", 0, CBAF_AIMFACING | CBAF_NORANDOM)
SZHD E 0 A_SetUserVar("user_shots", user_shots-1)
SZHD E 0 A_SetAngle (user_baseangle + random(-25, 25))
SZHD E 0 A_JumpIf(user_shots > 0,"MissileLoop")
SZHD E 6
goto See
Pain:
SZHD G 3
SZHD G 3 A_Pain
goto See
Death:
SZHD H 5
SZHD I 5 A_Scream
SZHD J 5 A_NoBlocking
SZHD K 5
SZHD L 5
SZHD M 5
SZHD N -1
stop
XDeath:
SZHD O 5
SZHD P 5 A_XScream
SZHD Q 5 A_NoBlocking
SZHD RSTUV 5
SZHD W -1
stop
Raise:
SZHD MLKJIH 5
goto See
}
}
They worked fine in the old version but I can't figure out whats wrong now. I have the custom numbers and the Category type so what am i missing?
So iv'e been using GZdoom builder R2364 for about a year now. I updated it to the newest version (R2787) but now all of my custom things no longer show in the editor. They still work when I play the game but don't show in the editor when they did before. Here's a monster and weapon that i have in my wad.
[code]ACTOR Raptor : Weapon 5559
{
//$Category Weapons
Weapon.slotnumber 2
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "You got the Raptor Handgun!"
Weapon.AmmoType1 "Clip"
Weapon.AmmoGive 12
Weapon.AmmoUse1 2
Weapon.KickBack 350
Decal "BulletChip"
States
{
Spawn:
RPTP A -1
Loop
Ready:
RPTN A 1 A_WeaponReady
Loop
Deselect:
RPTN A 1 A_Lower
Loop
Select:
RPTN A 1 A_Raise
Loop
Fire:
TNT1 A 0 A_PlaySound("weapons/raptor")
TNT1 A 0 A_GunFlash
RPTN B 1 Bright A_FireBullets(2, 3, 2, 8, "RaptorPuff", 1)
RPTN CD 1
RPTN A 2
TNT1 A 0 A_PlaySound("weapons/raptor")
TNT1 A 0 A_GunFlash
RPTN B 1 Bright A_FireBullets(2, 3, 2, 8, "RaptorPuff", 1)
RPTN CD 1
RPTN A 12
RPTN A 1 A_ReFire
Goto Ready
AltFire:
RPTM ABC 2
TNT1 A 0 A_CustomPunch(0, 0, 0, "RaptorMPuffDummy",85)
RPTM D 1 A_CustomPunch(20, 0, 0, "RaptorMPuff",85)
RPTM EFGH 1
TNT1 A 13
TNT1 A 1 A_ReFire
Goto Ready
Flash:
TNT1 A 2 Bright A_Light1
Goto LightDone
}
}
[/code]
[code]ACTOR ZombieScientistHeadless 3214
{
//$Category Monsters
Species Scientist
var int user_shots;
var int user_baseangle;
var int user_donefirstfire;
obituary "%o stepped into a headless zombie's line of fire."
health 40
gibhealth 16
mass 90
speed 15
Radius 20
Height 44
painchance 220
seesound "monster/SZHDWAKE"
painsound "monster/SZHDPAIN"
deathsound "monster/SZHDDEAD"
activesound "monster/SZHDSNRL"
MeleeRange 64
MONSTER
+FLOORCLIP
+AVOIDMELEE
+MISSILEMORE
+MISSILEEVENMORE
+DROPOFF
DropItem "Clip"
States
{
Spawn:
SZHD AB 10 A_Look
loop
See:
SZHD A 0 A_JumpIf(user_donefirstfire != 1, "PrepareFirstFire")
SZHD ABCD 5 A_Chase
loop
PrepareFirstFire:
//We've woken! If we can see the player from where we are, fire at random
SZHD A 0 A_Chase //This ensures the "see" sound plays first time
SZHD E 0 A_SetUserVar("user_donefirstfire", 1)
SZHD E 0 A_FaceTarget
SZHD E 0 A_JumpIfTargetInLOS("Missile")
goto See
Melee:
//On melee, fire all you have at where you think the player is!
SZHD E 0 A_SetUserVar("user_donefirstfire", 1)
SZHD E 0 A_SetUserVar("user_shots", random(7, 10))
SZHD E 0 A_PlaySound("10MM/Cock")
SZHD E 20 A_FaceTarget
MeleeLoop:
SZHD E 1 A_PlaySound ("10MM/FIRE")
SZHD F 2 BRIGHT A_CustomBulletAttack(0, 0, 1, 3*random(1,3), "BulletPuff", 0, CBAF_AIMFACING | CBAF_NORANDOM)
SZHD E 0 A_SetUserVar("user_shots", user_shots-1)
SZHD E 0 A_JumpIf(user_shots > 0,"MeleeLoop")
SZHD E 35
goto See
Missile:
SZHD E 0 A_SetUserVar("user_shots", random(3, 5))
SZHD E 0 A_FaceTarget
SZHD E 0 A_SetUserVar("user_baseangle", angle)
SZHD E 6 A_SetAngle (user_baseangle + random(-25, 25))
MissileLoop:
SZHD E 1 A_PlaySound ("10MM/FIRE")
SZHD F 3 BRIGHT A_CustomBulletAttack(0, 0, 1, 3*random(1,3), "BulletPuff", 0, CBAF_AIMFACING | CBAF_NORANDOM)
SZHD E 0 A_SetUserVar("user_shots", user_shots-1)
SZHD E 0 A_SetAngle (user_baseangle + random(-25, 25))
SZHD E 0 A_JumpIf(user_shots > 0,"MissileLoop")
SZHD E 6
goto See
Pain:
SZHD G 3
SZHD G 3 A_Pain
goto See
Death:
SZHD H 5
SZHD I 5 A_Scream
SZHD J 5 A_NoBlocking
SZHD K 5
SZHD L 5
SZHD M 5
SZHD N -1
stop
XDeath:
SZHD O 5
SZHD P 5 A_XScream
SZHD Q 5 A_NoBlocking
SZHD RSTUV 5
SZHD W -1
stop
Raise:
SZHD MLKJIH 5
goto See
}
}
[/code]
They worked fine in the old version but I can't figure out whats wrong now. I have the custom numbers and the Category type so what am i missing?