New custom CommanderKeen enemy doesn't trigger Tag666 lines?

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!)
Post Reply
User avatar
lizardcommando
Posts: 1489
Joined: Thu Sep 07, 2006 12:24 pm
Location: Boringland, California

New custom CommanderKeen enemy doesn't trigger Tag666 lines?

Post by lizardcommando »

I made a new enemy that is supposed to replace the Commander Keen enemy, but the doors I tagged do not activate the special Tag 666 line when I kill it. I'm not really sure what I am doing wrong. I thought if I added A_KeenDie to the enemy's death sequence, it should trigger whatever is tagged with the special Tag 666 line.

EDIT: OK, I just tested the custom enemy in MAP32 and that seemed to have worked there... Maybe it's the custom map I am making that doesn't have the doors properly tagged, or maybe the MAPINFO is messed up...
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: New custom CommanderKeen enemy doesn't trigger Tag666 li

Post by wildweasel »

Are you tagging a line as 666, or a sector?
User avatar
lizardcommando
Posts: 1489
Joined: Thu Sep 07, 2006 12:24 pm
Location: Boringland, California

Re: New custom CommanderKeen enemy doesn't trigger Tag666 li

Post by lizardcommando »

I am tagging the sector as 666.

Do I also need to change anything in MAPINFO for the custom map?
User avatar
Enjay
 
 
Posts: 26938
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: New custom CommanderKeen enemy doesn't trigger Tag666 li

Post by Enjay »

Personally, I never use these built-in actions any more, but it is certainly my understanding that A_KeenDie should work on any map with door sectors tagged 666. I don't *think* it requires anything to be added to MAPINFO like some of the other special actions do.

Of course, that doesn't help track down why it isn't working for you. The obvious things have been suggested so seeing the map and the actor code might be required.

If you are making your own map, and it is in a suitable format, then doing it via ACS is another option (and would also be more flexible).
User avatar
lizardcommando
Posts: 1489
Joined: Thu Sep 07, 2006 12:24 pm
Location: Boringland, California

Re: New custom CommanderKeen enemy doesn't trigger Tag666 li

Post by lizardcommando »

Here's the MAPINFO stuff I have:

Code: Select all

map MAP01 "Tom Nook's Death Cage 20XX"
cluster 1
sky1 SKY1
forcenoskystretch
music D_RUNNIN
next EndGameC

CyberdemonSpecial
specialaction_opendoor

clusterdef 1
//
flat FLAT1_1
//
exittext
"You killed Tom Nook, but your beloved pet Daisy is nowhere to be found.
What a shame."
Here is the new Keen replacement:

Code: Select all

ACTOR TomNook replaces CommanderKeen
{
  Health 666
  Radius 16
  Height 72
  Mass 10000000
  PainChance 256
  +SOLID
  +SPAWNCEILING
  +NOGRAVITY
  +SHOOTABLE
  +COUNTKILL
  +NOICEDEATH
  +ISMONSTER
  PainSound "grunt/pain"
  DeathSound "tomnook/dead"
  States
  {
  Spawn:
    TNOK A -1
    Loop
  Death:
    TNOK AB 3
    TNOK C 3 A_Scream
    TNOK DEFGH	3
    TNOK I 3
    TNOK J 3
    TNOK K 3 A_KeenDie
    TNOK L -1
    Stop
  Pain:
    TNOK M 4
    TNOK M 8 A_Pain
    Goto Spawn
  }
}
User avatar
Enjay
 
 
Posts: 26938
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: New custom CommanderKeen enemy doesn't trigger Tag666 li

Post by Enjay »

Well, I don't know if this is what you want to hear or not but it "works for me™".

Using your code, except changing the TNOK sprites to TROO so that I could see them, I made a very simple map, put a commander keen in it and ran it. When I kill the imp hanging from the ceiling, the door opens.
Attachments
KeenTest.pk3
(1.59 KiB) Downloaded 22 times
User avatar
lizardcommando
Posts: 1489
Joined: Thu Sep 07, 2006 12:24 pm
Location: Boringland, California

Re: New custom CommanderKeen enemy doesn't trigger Tag666 li

Post by lizardcommando »

I'm convinced it's the map that I am working on that is messing up. The Tag 666 works fine in MAP32 with my custom Keen replacement. I tagged the sector that needs the Tag 666. Not sure what else I am doing wrong here.
Blue Shadow
Posts: 5039
Joined: Sun Nov 14, 2010 12:59 am

Re: New custom CommanderKeen enemy doesn't trigger Tag666 li

Post by Blue Shadow »

Post the map/mod, then.
Gez
 
 
Posts: 17938
Joined: Fri Jul 06, 2007 3:22 pm

Re: New custom CommanderKeen enemy doesn't trigger Tag666 li

Post by Gez »

A_KeenDie opens a door. Have you checked for the usual reasons a door would fail? For example, a door raises to the height of the lowest neighboring ceiling, minus 4. So if you have a setup where you have two separate doors that touch, each one will block the others -- you'll actually see the door plunging slightly deeper as instead of being at height 0, it'll go to height -4...
User avatar
lizardcommando
Posts: 1489
Joined: Thu Sep 07, 2006 12:24 pm
Location: Boringland, California

Re: New custom CommanderKeen enemy doesn't trigger Tag666 li

Post by lizardcommando »

Ok, I think it was basically what Gez was saying was the issue. I thought A_KeenDie would work if you use it for doors and platforms. I had set the floor height and ceiling height both to 0 instead of 128. It seems to be working now.
Post Reply

Return to “Scripting”