[No] Extending actors

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Extending actors

Postby Evil Space Tomato » Sat Apr 23, 2005 11:42 pm

I think it would be helpful if when you extend an actor and give it the same name as the original it would modify the original, this would allow me to add burning, ice, disintegration death states to original doom monsters and the player.
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Postby Sir_Alien » Sun Apr 24, 2005 12:32 am

Have you actually tried to do this? I'm pretty sure it's already possible. Just inherit with the same name and number and add the appropriate states/flags.
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Postby Kirby » Sun Apr 24, 2005 12:56 am

Sir_Alien wrote:Have you actually tried to do this? I'm pretty sure it's already possible. Just inherit with the same name and number and add the appropriate states/flags.


Sir_Alien is right. All you have to do is use inheriting in Decorate, like so

Code: Select allExpand view
ACTOR SpecialRevenant : Revenant 23000
{
 Health 2500
 RenderStyle OptFuzzy
 Alpha 0.4
 Painchance 30
 +DONTHURTSHOOTER
}


That's an example showing an inherited revenant, enhacned to have the specter translucency, more health, an extra flag, and a lower painchance
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Postby Siggi » Sun Apr 24, 2005 7:01 am

That method does work, however, it also gives warning messages when ZDoom starts.
So maybe there should be a way to stop the warning message from appearing...
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Postby Anakin S. » Sun Apr 24, 2005 12:18 pm

...which you can do by editing a dehacked patch. For the revenant thing you would type in:

Code: Select allExpand view
Thing 6 (Revenant)
ID# = -1


To replace the original revenant, the decorate monster would have to have this as the top line:

Code: Select allExpand view
ACTOR SpecialRevenant : Revenant 66
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Postby Evil Space Tomato » Sun Apr 24, 2005 11:21 pm

I should have tried that, now i feal a bit dumb.
Thx for all your help.
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Joined: 20 Jul 2004
Operating System: Windows Vista/7/2008 64-bit
Graphics Processor: nVidia with Vulkan support


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