I have a weird problem, I donwloaded custom monsters from realm677 called Archon of hell, then I went into nerfing it so it is not as strong.
The monster act as it should most of the time, but on some occasions, it skips some frames and use only last frame when doing a_custommissile, or it even throws the fireball in different direction than it is facing. What could cause this behavior?
Here is the code I am using:
[code]ACTOR HellstormArchon replaces BaronOfHell
{
Health 1000
Radius 24
Height 64
Mass 1000
Speed 8
PainChance 20
MONSTER
MeleeDamage 10
Obituary "%o was no match for an archon of hell."
HitObituary "%o was ripped apart by an archon of hell."
BloodColor "20 60 20"
+FLOORCLIP
+BOSS
+BOSSDEATH
+DONTHARMCLASS
SeeSound "monster/arcsit"
PainSound "baron/pain"
DeathSound "monster/arcdth"
MeleeSound "baron/melee"
SpawnID 174
States
{
Spawn:
BOS3 AB 10 A_Look
Loop
See:
BOS3 AABBCCDD 3 A_Chase
Loop
Missile:
TNT1 A 0 A_Jump(128,7)
BOS3 EF 8 A_FaceTarget
BOS3 G 8 A_CustomMissile ("BaronBall",28,0,0,0)
TNT1 A 0 A_Jump(64,4)
BOS3 ST 8 A_FaceTarget
BOS3 U 8 A_CustomMissile ("BaronBall",28,0,0,0)
TNT1 A 0 A_Jump(64,1)
Goto See
BOS3 HI 8 A_FaceTarget
BOS3 J 8 A_CustomMissile ("ArchonComet",28,0,0,0)
Goto See
Melee:
BOS3 EF 8 A_FaceTarget
BOS3 G 6 A_MeleeAttack
BOS3 G 0 A_Jump (128,1)
Goto See
BOS3 ST 8 A_FaceTarget
BOS3 U 6 A_MeleeAttack
BOS3 G 0 A_Jump (64,1)
Goto See
BOS3 HI 8 A_FaceTarget
BOS3 J 0 A_MeleeAttack
BOS3 J 6 A_MeleeAttack
Goto See
Pain:
BOS3 K 2
BOS3 K 2 A_Pain
Goto See
Death:
BOS3 L 8
BOS3 M 8 A_Scream
BOS3 N 8
BOS3 O 8 A_NoBlocking
BOS3 PQ 8
BOS3 R -1 A_Fall
Stop
XDeath:
XARC A 5
XARC B 5 A_XScream
XARC C 5 A_NoBlocking
XARC DEFGH 5
XARC I -1
stop
Raise:
BOS3 RQPONML 8
Goto See
}
}
ACTOR ArchonComet
{
Radius 8
Height 12
Speed 25
Damage 20
Scale 1.0
SpawnID 251
PROJECTILE
RENDERSTYLE Normal
+THRUGHOST
SeeSound "weapons/firbfi"
DeathSound "weapons/hellex"
DONTHURTSHOOTER
+FIREDAMAGE
States
{
Spawn:
ARCB AAAABBBBCCCC 1 Bright A_SpawnItem("ArchonCometTrail",0,0)
loop
Death:
ARCB J 0 Bright A_SetTranslucent (0.67,1)
ARCB J 3 Bright
ARCB K 3 Bright A_Explode(128,128,0)
ARCB LMN 3 Bright
stop
}
}
ACTOR ArchonCometTrail
{
Radius 3
Height 3
Scale 0.75
Speed 0
PROJECTILE
RENDERSTYLE ADD
ALPHA 0.67
States
{
Spawn:
NULL A 3 Bright
ARCB DEFGHI 3 BRIGHT
Stop
}
}
[/code]
Monster skipping frames etc.
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
- Void Weaver
- Posts: 724
- Joined: Thu Dec 18, 2014 7:15 am
- Contact:
Re: Monster skipping frames etc.
It happens because Missile state have a bad A_Jump offset structure.