Gifty wrote:Yep! Should be pretty simple, just make sure to put it into the xdeath/gibdeath animation.
DabbingSquidward wrote:+BOSSDEATH belongs in the first code block, not the state block. What the death/xdeath state is missing is A_BossDeath.
Script error, "DeadMarinev0.9.4.pk3:actors/munsters/fatso.txt" line 42:
Unexpected '}'
Expecting ':' or non-whitespace
+BOSSDEATH:
Xdeath:
FATX A 6;
TNT1 a 0 a_spawnitemex("BigGibcontroller");
FATX B 6 A_Xscream;
FATX C 6 a_spawnitemex("BigGibcontroller");
FATX D 6 a_noblocking;
FATX E 6 a_spawnitemex("BigGibcontroller");
FATX F -1;
+BOSSDEATH:
{
override int DamageMobj(
Actor inflictor, Actor source, int damage,
Name mod, int flags = 0, double angle = 0)
+BOSSDEATH
{
Script error, "DeadMarinev0.9.4.pk3:actors/munsters/fatso.txt" line 6:
Unexpected '+'
Expecting '.' or 'class' or identifier or 'native' or 'ui' or 'play' or 'version' or 'color' or 'clearscope' or 'int8' or 'uint8' or 'int16' or 'uint16' or 'int' or 'uint' or 'bool' or 'float' or 'double' or 'vector2' or 'vector3' or 'name' or 'sound' or 'state' or 'let' or '@' or 'readonly' or 'map' or 'array' or 'void' or 'action' or 'deprecated' or 'static' or 'private' or 'protected' or 'latent' or 'final' or 'meta' or 'transient' or 'internal' or 'virtual' or 'override' or 'vararg' or 'virtualscope'
Xdeath:
FATX A 6;
TNT1 a 0 a_spawnitemex("BigGibcontroller");
FATX B 6 A_Xscream;
FATX C 6 a_spawnitemex("BigGibcontroller");
FATX D 6 a_noblocking;
FATX E 6 a_spawnitemex("BigGibcontroller");
FATX F -1;
A_BossDeath:
{
BOSSDEATH
override int DamageMobj(
Actor inflictor, Actor source, int damage,
Name mod, int flags = 0, double angle = 0)
{
Xdeath:
FATX A 6;
TNT1 a 0 a_spawnitemex("BigGibcontroller");
FATX B 6 A_Xscream;
FATX C 6 a_spawnitemex("BigGibcontroller");
FATX D 6 a_noblocking;
FATX E 6 a_spawnitemex("BigGibcontroller");
FATX F -1 A_BossDeath;
Script error, "DeadMarinev0.9.4.pk3:actors/munsters/fatso.txt" line 4:
Unexpected 'override'
Expecting identifier
thejbizz wrote:
- Code: Select all • Expand view
Script error, "DeadMarinev0.9.4.pk3:actors/munsters/fatso.txt" line 4:
Unexpected 'override'
Expecting identifier
Won't boot.
{
override int DamageMobj(
Actor inflictor, Actor source, int damage,
Name mod, int flags = 0, double angle = 0
bBOSSDEATH = true;)
{
Script error, "DeadMarinev0.9.4.pk3:actors/munsters/fatso.txt" line 6:
Unexpected identifier
Expecting ')'
TheEternalStruggler wrote:It makes sense. I guess I'm a bit new to coding, so I had a messup!
Thanks for the help man! I really appreciate it, as I now was able to fix the Baron and it works now like a charm!
http://www.mediafire.com/file/e5h9hk7kw ... rv0.94.pk3
Here! It's awesome.
I can finally get to work on the Doom II monsters now (such as the Hellknight, Archvile, Arachnotron, maybe the Pain Elemental? Unsure what to do with the Pain Elemental tbh.)
I think the gore addon is almost finished at this point. I'd say 80% complete?
Anyway, I really appreciate the help and I love your Faspons mod!
elCreyo wrote:Hey. One of the best lore-friendly gameplay mods for sure. I have a question though. Can it be played like vanilla doom, without vertical aiming? I tried that but I've noticed that sometimes camera goes up a little bit. Can it be because of recoil or something?
elCreyo wrote:Just downloaded a newer version. I like the changes but I've noticed that the animation of pulling out a shotgun is missing like one frame. Maybe it's not the most important thing but I guess it's still worth mentioning.
Gifty wrote:elCreyo wrote:Just downloaded a newer version. I like the changes but I've noticed that the animation of pulling out a shotgun is missing like one frame. Maybe it's not the most important thing but I guess it's still worth mentioning.
I've noticed that as well, after trying several things to fix it I'm starting to suspect that the frame isn't actually missing, but something is fucking with the sprite offset to the degree that it mostly disappears from the screen until the next frame.
wildweasel wrote:Gifty wrote:elCreyo wrote:Just downloaded a newer version. I like the changes but I've noticed that the animation of pulling out a shotgun is missing like one frame. Maybe it's not the most important thing but I guess it's still worth mentioning.
I've noticed that as well, after trying several things to fix it I'm starting to suspect that the frame isn't actually missing, but something is fucking with the sprite offset to the degree that it mostly disappears from the screen until the next frame.
It could also be a typo - either in your Decorate reference to the sprite frame, or just that there is no sprite frame by that name/index.
ready:
SGDR abcdefghij 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
goto realready
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