Here's the DECORATE
ACTOR DaisyEternal 16673
{
Health 667
Radius 20
Height 40
Speed 12
PainChance 128
+FRIENDLY
+FLOORCLIP
+NOTARGET
+NOGRAVITY
+NOBLOCKMONST
+QUICKTORETALIATE
+DONTHARMSPECIES
+NOINFIGHTSPECIES
+SHOOTABLE
-COUNTKILL //Added
Monster
Meleerange 64
SeeSound "daisy/see"
PainSound "daisy/pain"
DeathSound "daisy/death"
AttackSound "daisy/attack"
Obituary "%o got killed by a waifu rabbit. Probably deserved it"
Scale 0.8
States
{
Spawn:
DEID A 10 A_Look
Loop
Alert:
TNT1 A 0 A_PlaySound("daisy/see")
Goto See
See:
DAW1 AA 2
DAW1 BBCCDD 2 A_Chase
Loop
//
Melee:
TNT1 A 0 A_Jump(64, "JumpAttack") // 50% chance to use jump attack
Goto NormalSlash
NormalSlash: // original melee attack
DASH A 4 A_FaceTarget
DASH B 4 A_PlaySound ("daisy/attack")
DASH C 4
DASH D 4 A_CustomMeleeAttack(25, 0)
DASH EF 4
Goto See
//
JumpAttack:
JUMA A 4 {A_FaceTarget ; A_SetInvulnerable ;} //A_SetInvulnerable prevents Daisy from being interupted mid-attack. She'll float in the air otherwise.
JUMA B 4 A_ChangeVelocity(8, 0, 3, CVF_RELATIVE)// leap forward + small hop (jump up)
JUMA C 4 A_PlaySound ("daisy/jump") // mid-air frame start
JUMA D 4 A_PlaySound ("daisy/jumpspeak") // mid-air frames
JUMA E 4 A_SetInvulnerable ()
JUMA F 2 {A_ChangeVelocity(0, 0, -10, CVF_REPLACE); A_UnSetInvulnerable ;} // controlled fall (slam down). UnsetInvulnerable makes Daisy Vulnerable to attacks again.
JUMA G 6 A_FaceTarget
JUMA H 6 A_CustomMeleeAttack(50) // slam hit
Goto See
//JumpAttack:
// JUMA AB 4 A_FaceTarget
// JUMA C 4 A_ChangeVelocity(0, 0, 12, CVF_REPLACE) // jump up
// JUMA DE 6
// JUMA EF 6
// JUMA G 2 A_ChangeVelocity(0, 0, -12, CVF_REPLACE) // slam down
// JUMA H 4 A_CustomMeleeAttack(50,) // strike
// Goto See
Pain:
DAPN A 4 A_PlaySound ("daisy/pain")
DAPN A 4 A_Pain
Goto See
Death:
DAKK A 5 A_PlaySound ("daisy/death")
DAKK B 5 A_Scream
DAKK C 5 A_NoBlocking
DAKK DEFGH 5
DAKK H -1 //THIS ALLOWS A MONSTER BODY TO REMAIN FOREVER. WITHOUT IT, BODY DISAPPEARS!
Stop
}
}
And here's the SNDINFO
daisy/pain SOUNDS/DEDIPAIN.lmp
$volume daisy/pain 3.0
daisy/death SOUNDS/DEKNOKOUT.lmp
$volume daisy/death 2.5
daisy/attack SOUNDS/DESLASH.lmp
daisy/block SOUNDS/DEBLKRDY.lmp
daisy/blockimpact SOUNDS/DEBLKIMP.lmp
daisy/aoe SOUNDS/DEAOE.lmp
daisy/thrust SOUNDS/DETHRUST.lmp
daisy/step SOUNDS/DESTEP.lmp
daisy/spell SOUNDS/DESPELL.lmp
daisy/knockout SOUNDS/DEKNOKOUT.lmp
$volume daisy/knockout 1.5
daisy/jump SOUNDS/DEJUMP.lmp
daisy/jumpspeak SOUNDS/DEDIDODGE.lmp
$volume daisy/jumpspeak 1.5
daisy/getsuga SOUNDS/DEGETSU.lmp
daisy/combo SOUNDS/DECOMBO.lmp
$random daisy/see //RANDOM DIALOGUE DURING COMBAT START
{
SOUNDS/DEDIRIPTEAR.lmp
SOUNDS/DEDIURSODEAD.lmp
SOUNDS/DEDIHAVFUN.lmp
SOUNDS/DEDIKILLDEMON.lmp
SOUNDS/DEDISEE.lmp
}
daisy/taunt1 SOUNDS/DEDIRIPTEAR.lmp
$volume daisy/taunt1 2.5 //APPLIES TO DAISY/COMBATDIALOGUE
daisy/taunt2 SOUNDS/DEDIURSODEAD.lmp
$volume daisy/taunt2 2.5
daisy/taunt3 SOUNDS/DEDIHAVFUN.lmp
$volume daisy/taunt3 2.5
daisy/taunt4 SOUNDS/DEDIKILLDEMON.lmp
$volume daisy/taunt4 2.5
daisy/taunt5 SOUNDS/DEDISEE.lmp
$volume daisy/taunt5 2.5
Anyone can tell me what I may be doing wrong for the "see" state that is leading to an issue with playing the sounds correctly? I would put the pk3 but the attachment size is above the 52kib limit on the forum.