because i have them. Like everything else like TX_START, TX_END, SNDINFO etc what should to be. Later that i think "oh yeah let's make some levels!" Now my problem starts.. I open Doom Builder 2 and i start making new map with my WAD (Heretic To Hexen Format). Everything looks correct and i found monsters in Things Mode with DoomED-code, what i inserted to DECORATE-codes like this "ACTOR BISHOP 114". When i'm going to the Visual mode, i can see Bishop, but when i'm testing level. I only see red question mark...
Doom Builder 2 monster problem (help!)
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Doom Builder 2 monster problem (help!)
Hi Everybody!
Can you guys help with my problem?
I'm new here and i have problem with Doom Builder 2. I'm making a new Heretic-mod, what contains levels with few HeXen monsters. Well.. I Started a new WAD using SLADE3 for converting images to PNG-files to my WAD and after that, i created DECORATE-codes to every monster and sprites in my WAD with DoomEd-numbers (Copied from https://zdoom.org/wiki/). Dont ask for SS_START and SS_END,
because i have them. Like everything else like TX_START, TX_END, SNDINFO etc what should to be. Later that i think "oh yeah let's make some levels!" Now my problem starts.. I open Doom Builder 2 and i start making new map with my WAD (Heretic To Hexen Format). Everything looks correct and i found monsters in Things Mode with DoomED-code, what i inserted to DECORATE-codes like this "ACTOR BISHOP 114". When i'm going to the Visual mode, i can see Bishop, but when i'm testing level. I only see red question mark...
what does that thing? Can anybody explain? Very confusing is that, why that monster works with sound, if i'm Heretic (Pasting my own WAD in to ZDoom) and then i use console command "Summon Bishop"?
I was thinking what is the problem with this? I tried it too many times to fix, but nothing helps...I'm very appriciated if somebody can help me with this, because this is so annoying thing to fix.
thanks anyway! Here is a picture what can explain more.
because i have them. Like everything else like TX_START, TX_END, SNDINFO etc what should to be. Later that i think "oh yeah let's make some levels!" Now my problem starts.. I open Doom Builder 2 and i start making new map with my WAD (Heretic To Hexen Format). Everything looks correct and i found monsters in Things Mode with DoomED-code, what i inserted to DECORATE-codes like this "ACTOR BISHOP 114". When i'm going to the Visual mode, i can see Bishop, but when i'm testing level. I only see red question mark...
- ramon.dexter
- Posts: 1562
- Joined: Tue Oct 20, 2015 12:50 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Kozolupy, Bohemia
Re: Doom Builder 2 monster problem (help!)
Post the code for the mentioned bishop. We cannot tell you anything without that code.
Re: Doom Builder 2 monster problem (help!)
ramon.dexter wrote:Post the code for the mentioned bishop. We cannot tell you anything without that code.
Code: Select all
ACTOR Bishop 114
{
Health 130
Radius 22
Height 65
Speed 10
PainChance 110
Monster
+FLOAT
+NOGRAVITY
+NOBLOOD
+TELESTOMP
+DONTOVERLAP
+NOTARGETSWITCH
SeeSound "BishopSight"
AttackSound "BishopAttack"
PainSound "BishopPain"
DeathSound "BishopDeath"
ActiveSound "BishopActiveSounds"
Obituary "$OB_BISHOP"
action native A_BishopChase();
action native A_BishopDecide();
action native A_BishopDoBlur();
action native A_BishopSpawnBlur();
action native A_BishopPainBlur();
action native A_BishopAttack();
action native A_BishopAttack2();
States
{
Spawn:
BISH A 10 A_Look
Loop
See:
BISH A 2 A_Chase
BISH A 2 A_BishopChase
BISH A 2
BISH B 2 A_BishopChase
BISH B 2 A_Chase
BISH B 2 A_BishopChase
BISH A 1 A_BishopDecide
Loop
Blur:
BISH A 2 A_BishopDoBlur
BISH A 4 A_BishopSpawnBlur
Wait
Pain:
BISH C 6 A_Pain
BISH CCC 6 A_BishopPainBlur
BISH C 0
Goto See
Missile:
BISH A 3 A_FaceTarget
BISH DE 3 A_FaceTarget
BISH F 3 A_BishopAttack
BISH F 5 A_BishopAttack2
Wait
Death:
BISH G 6
BISH H 6 Bright A_Scream
BISH I 5 Bright A_NoBlocking
BISH J 5 Bright A_Explode(random[BishopBoom](25, 40))
BISH K 5 Bright
BISH LM 4 Bright
BISH N 4 A_SpawnItemEx("BishopPuff", 0, 0, 40, 0, 0, 0.5)
BISH O 4 A_QueueCorpse
BISH P -1
Stop
Ice:
BISH X 5 A_FreezeDeath
BISH X 1 A_FreezeDeathChunks
Wait
}
}
Last edited by Accensus on Sat Nov 18, 2017 7:35 am, edited 1 time in total.
Reason: Added [code] blocks.
Reason: Added [code] blocks.
- Kappes Buur
-

- Posts: 4250
- Joined: Thu Jul 17, 2003 12:19 am
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- Location: British Columbia, Canada
- Contact:
Re: Doom Builder 2 monster problem (help!)
Read the Note on top of https://zdoom.org/wiki/Classes:Bishop and make a new actor which inherits from Bishop, for example
Or, if you want to inherit all attributes unchanged, simply use
The new Actor name is up to you, the DoomED number must be unique.
Then, place all sprites pertaining to Bishop and BishopPuff, as indicated by the original actor,
Next, place all pertaining paths into SNDINFO and pertaining sounds into your map
Spoiler:where you can change some attributes but leave all others as original.
Or, if you want to inherit all attributes unchanged, simply use
Code: Select all
ACTOR XYZ2 : Bishop 21002
{
} Then, place all sprites pertaining to Bishop and BishopPuff, as indicated by the original actor,
Spoiler:between S_ markers. and make sure to use the correct palette.
Next, place all pertaining paths into SNDINFO and pertaining sounds into your map
Spoiler:Now place the new Bishop into your map
Spoiler:

-
Blue Shadow
- Posts: 5046
- Joined: Sun Nov 14, 2010 12:59 am
Re: Doom Builder 2 monster problem (help!)
If you use [wiki=Editor_number_definition]MAPINFO[/wiki] for that instead, then you can use the original class as is. No inheritance required.Kappes Buur wrote:Or, if you want to inherit all attributes unchanged, simply useCode: Select all
ACTOR XYZ2 : Bishop 21002 { }
Code: Select all
DoomEdNums
{
21002 = Bishop
}Re: Doom Builder 2 monster problem (help!)
Thanks for your answer! I tried it couple times and it finally works! Thanks to your good instruction of that. Now i'm learned.Kappes Buur wrote:Read the Note on top of https://zdoom.org/wiki/Classes:Bishop and make a new actor which inherits from Bishop, for exampleSpoiler:where you can change some attributes but leave all others as original.
Or, if you want to inherit all attributes unchanged, simply useThe new Actor name is up to you, the DoomED number must be unique.Code: Select all
ACTOR XYZ2 : Bishop 21002 { }
Then, place all sprites pertaining to Bishop and BishopPuff, as indicated by the original actor,Spoiler:between S_ markers. and make sure to use the correct palette.
Next, place all pertaining paths into SNDINFO and pertaining sounds into your mapSpoiler:Now place the new Bishop into your mapSpoiler:



