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Im new about decorating monsters.
I know now, how to make one monster actor, but im ready
for the next challenge which is:
I have 3 monster actors, one that is equipted with shielding (it looks that way).
Second with a lot of armor around his body...
Third with only his health left.
Those i like to combinate so it looks like a pain-in-the-ass end boss (one of them)
So far i scripted them into Decorate lump, but when actor one is down (with the shielding) it refuses to
switch (a_spawnitem("nameofactor",0,1,0,1)) over to the
next actor... and so on.
You understand it must look like D'Sparil of Heretic game, which is only a '2 monster actor', one that
sits on a serpent, and the other is the walking one.
(there is no D'Sparil script on the net anyway to study it.)
So far, 'A_SpawItem' didn't work in the 'Death:' sequence while a test wad of a MonsterSpawner-gun on the net DID work.
I have played alot with the numbers at the end of A_SpawnItem command but it still refuses to
spawn the next monster actor. No typing errors.
What or where do i do wrong?
Can anybody help me with this issue? Help will be very appriciated.
Code at this moment:
Spoiler:
actor MarineBluePlasmaShield 3610
{
Game Doom
Spawnid 158
Health 10000
Radius 20
Height 56
Speed 20
mass 10000
PainChance 200
MONSTER
+FLOORCLIP
+SHADOW
seeSound "hrtcsee"
PainSound "hrtcpain"
DeathSound "hrtcdth"
ActiveSound "hrtcsee"
MeleeSound "hrtcoof"
Obituary "%o was killed by a SuperMarine."
HitObituary "%o was Killed by a SuperMarine."
MissileType PlasmaBall2
MeleeDamage 3
States
{
Spawn:
MRBL AB 8 A_Look
Loop
See:
MRBL A 2 A_FastChase
MRBL B 4 A_Jump (127, 1)
MRBL C 2 A_FastChase
MRBL D 2 A_FaceTarget
Loop
Melee:
Missile:
MRBL E 1 A_FaceTarget
MRBL F 1 A_CustomMissile("PlasmaBall2", 32, 0, 0)
Goto Missile+1
Pain:
MRBL G 2
Goto see
Death:
MRBL H 8
MRBL I 12
MRBL H 8
MRBL I 12
MRBL H 8
MRBL I 20
MRBL J 4
MRBL K 4 A_SpawnItem("MarineBluePlasmaArmor", 0,0,0,1)
MRBL L -1
Stop
XDeath:
MRBL H 8
MRBL I 12
MRBL H 8
MRBL I 12
MRBL H 8
MRBL I 20
MRBL J 4
MRBL K 4 A_SpawnItem("MarineBluePlasmaArmor",0,0,0,1)
MRBL L -1
Stop
Raise:
Stop
}
}
actor MarineBluePlasmaArmor : MarineBluePlasmaShield
{
Spawnid 159
Health 6000
Radius 20
Height 56
Speed 20
mass 6000
PainChance 200
MONSTER
+FLOORCLIP
+SHADOW
seeSound "hrtcsee"
PainSound "hrtcpain"
DeathSound "hrtcdth"
ActiveSound "hrtcsee"
MeleeSound "hrtcoof"
Obituary "%o was killed by a SuperMarine."
HitObituary "%o was Killed by a SuperMarine."
MissileType PlasmaBall2
MeleeDamage 3
States
{
Spawn:
MRBL AB 8 A_Look
Loop
See:
MRBL A 2 A_FastChase
MRBL B 4 A_Jump (127, 1)
MRBL C 2 A_FastChase
MRBL D 2 A_Jump (127, 1)
Loop
Melee:
Missile:
MRBL E 1 A_FaceTarget
MRBL F 1 A_CustomMissile("PlasmaBall2", 32, 0, 0)
Goto Missile+1
Pain:
MRBM G 2
Goto See
Death:
MRBM HIJIHIJIHIJIHIJ 8
MRBM KLMNOPQRSTUVWXY 8
MRBM Z 1 A_SpawnItem ("MarineBluePlasma",1,0,1,0)
MRBM Z -1
Stop
XDeath:
MRBM HIJIHIJIHIJIHIJ 8
MRBM KLMNOPQRSTUVWXY 8
MRBM Z 1 A_SpawnItem ("MarineBluePlasma",1,0,1,0)
MRBM Z -1
Stop
Raise:
Stop
}
}
actor MarineBluePlasma : MarineBluePlasmaArmor
{
Spawnid 160
Health 2500
Radius 20
Height 56
Speed 20
mass 1000
PainChance 200
MONSTER
+FLOORCLIP
+SHADOW
seeSound "hrtcsee"
PainSound "hrtcpain"
DeathSound "hrtcdth"
ActiveSound "hrtcsee"
MeleeSound "hrtcoof"
Obituary "%o was killed by a SuperMarine."
HitObituary "%o was Killed by a SuperMarine."
MissileType PlasmaBall2
MeleeDamage 3
States
{
Spawn:
MRBL AB 8 A_Look
Loop
See:
MRBL A 2 A_FastChase
MRBL B 4 A_Jump (127, 1)
MRBL C 2 A_FastChase
MRBL D 2 A_Jump (127, 1)
Loop
Melee:
Missile:
MRBL E 1 A_FaceTarget
MRBL F 1 A_CustomMissile("PlasmaBall2", 32, 0, 0, 1)
Goto See
Pain:
MRBN G 8
Goto See
Death:
MRBN HIJKLM 8
MRBN N 32
MRBN O 8 A_PlayWeaponSound ("STRXPLOD")
MRBN P 8
MRBN Q 8 A_PlayweaponSound ("DSSLOP")
MRBN R 8
MRBN STU 4
MRBN V -1
Stop
XDeath:
MRBN HIJKLM 8
MRBN N 32
MRBN OPQRSTU 4
MRBN V -1
Stop
Raise:
Stop
}
}
One note on your actors' death sequences. You don't need to define an XDeath state if you don't need the monster to have one. I just noticed that the XDeath states (at least for the first two actors) are identical to the Death states.
Although you're mostly a first-timer or such for ZDoom, I really think this could be possibly done with more advanced decorate and some ACS, but, it's all up to you anyway.
Blade Nightflame wrote:...more advanced decorate and some ACS, ...
What more is possible??
So far i played with guns possibilitys, like today, i gave this monster a spreadfire.
I mannaged to make a monster up-side-down.
I don't mind the colors/oldschoolness, it just needs to be reorganized a bit. For example, you may want to put the list of weapons in WadMix so far on a seperate page, and same for the monsters on the left. It makes things a lot less cluttered.
Lamneth wrote:I don't mind the colors/oldschoolness, it just needs to be reorganized a bit. For example, you may want to put the list of weapons in WadMix so far on a seperate page, and same for the monsters on the left. It makes things a lot less cluttered.
Yeah, maybe your right.... and all the others are right too.
I haven't learned webdesign, nor english, nor wad design, nor whatever
For someone like me, its pretty something.
However, about the page, i will change, because it IS very busy.
Thanx for the advise