Tried extracting a monster from a mod, and...

Ask about ACS, DECORATE, ZScript, or any other scripting questions here!

Moderator: GZDoom Developers

Forum rules
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!)
gman829
Posts: 74
Joined: Sat May 12, 2018 1:55 pm

Tried extracting a monster from a mod, and...

Post by gman829 »

So I tried extracting the Cyberdemon from this mod: https://www.moddb.com/mods/embers-of-ar ... s-addon-16
I got everything: The DECORATE, Brightmaps, Sprites, and Sounds, but when putting it in a mod for testing it, it gave me an error.
GZDoom Error
GZDoom Error
Fatal Error - GZDoom g4.3.3 64-bit (2020-01-20 22_20_34 +0100) 5_22_2020 1_08_08 PM (2).png (9.86 KiB) Viewed 427 times
Then when I checked the code, it said this:
DECORATE lines where the error is caused
DECORATE lines where the error is caused
SLADE 5_22_2020 1_08_21 PM (2).png (10.95 KiB) Viewed 427 times
What do I need to fix?
Jarewill
 
 
Posts: 1759
Joined: Sun Jul 21, 2019 8:54 am

Re: Tried extracting a monster from a mod, and...

Post by Jarewill »

The error means that there is no "BFGStunLightning" actor defined anywhere.
You need to define said actor somewhere in your code for it to work.
gman829
Posts: 74
Joined: Sat May 12, 2018 1:55 pm

Re: Tried extracting a monster from a mod, and...

Post by gman829 »

Jarewill wrote:The error means that there is no "BFGStunLightning" actor defined anywhere.
You need to define said actor somewhere in your code for it to work.
How do I define it so it's not "anywhere?"
Jarewill
 
 
Posts: 1759
Joined: Sun Jul 21, 2019 8:54 am

Re: Tried extracting a monster from a mod, and...

Post by Jarewill »

Spoiler:
Though, getting the proper BFGStunLightning definition from the mod would be better.
gman829
Posts: 74
Joined: Sat May 12, 2018 1:55 pm

Re: Tried extracting a monster from a mod, and...

Post by gman829 »

So first I create the BFGStunLightning actor above the ArgentAccuLightning and then what do you mean by "do stuff here?" Do I write what actors to define it to? And if so, how would I write it?
Jarewill
 
 
Posts: 1759
Joined: Sun Jul 21, 2019 8:54 am

Re: Tried extracting a monster from a mod, and...

Post by Jarewill »

By that I meant to write properties and/or states there. You can even leave it simply empty as {} if you want.
However, those two actors inheriting from BFGStunLightning may not work correctly without the original definition, which is probably somewhere in that mod in a different DECORATE file.
gman829
Posts: 74
Joined: Sat May 12, 2018 1:55 pm

Re: Tried extracting a monster from a mod, and...

Post by gman829 »

So I found the definition for BFGStunLightning, put it in the code, but the monster doesn't show up. Instead, the classic red square with a yellow exclamation mark.
Jarewill
 
 
Posts: 1759
Joined: Sun Jul 21, 2019 8:54 am

Re: Tried extracting a monster from a mod, and...

Post by Jarewill »

Is the editor number for the actor and the placed thing the same?
Any errors logging into the console?
gman829
Posts: 74
Joined: Sat May 12, 2018 1:55 pm

Re: Tried extracting a monster from a mod, and...

Post by gman829 »

I gave the editor number 15001 and there were no errors in the console. Strange since I got all the sprites in the mod...
Jarewill
 
 
Posts: 1759
Joined: Sun Jul 21, 2019 8:54 am

Re: Tried extracting a monster from a mod, and...

Post by Jarewill »

Hmmm.... Mind showing the code here?
I can only guess so much without it.
gman829
Posts: 74
Joined: Sat May 12, 2018 1:55 pm

Re: Tried extracting a monster from a mod, and...

Post by gman829 »

https://drive.google.com/file/d/1ETCiYx ... sp=sharing
I uploaded it to Google Drive so you can take a look at it.
gman829
Posts: 74
Joined: Sat May 12, 2018 1:55 pm

Re: Tried extracting a monster from a mod, and...

Post by gman829 »

The sprites didn't appear in Doom Builder, and I added the BFGStunLightning actor (line 907). I think i need the BFG Stun sprites.
Jarewill
 
 
Posts: 1759
Joined: Sun Jul 21, 2019 8:54 am

Re: Tried extracting a monster from a mod, and...

Post by Jarewill »

The problem here is that the sprites aren't being detected as sprites, because they aren't between S_ markers.

You need to add a new "file" named S_START above the CYBIA1 sprite and S_END below the LDFXD0 sprite.

The monster is also missing sprites for it's attacks and SNDINFO definitions of the sounds.
gman829
Posts: 74
Joined: Sat May 12, 2018 1:55 pm

Re: Tried extracting a monster from a mod, and...

Post by gman829 »

So all I need is to make 2 markers and the SNDINFO lump?
gman829
Posts: 74
Joined: Sat May 12, 2018 1:55 pm

Re: Tried extracting a monster from a mod, and...

Post by gman829 »

And I looked at the sprites the attacks aren't missing.
Post Reply

Return to “Scripting”