I use DecX so I can test my actors before I save them. And I got a bunch of them working pretty well. Not huge changes, just things like recoloring the plasma zombie's blue plasma glow in its attack animation so its more red. And replasing it's plasma shot with a fire plume missle that dies shortly after being fired, so its just like a flamethrower.
Also made a dog using a wolfenstine dog sprite I found in doomworld...
...But now... How do I make them actualy work in ZDoom in the map that I made? Whenever I place them in Doom Builder it just shows up as a question mark. And when I try to run the map in ZDoom they just show up and exclemation marks.
Making custom decorates actualy work?
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- RaptorFarmer
- Posts: 37
- Joined: Fri Oct 26, 2007 12:42 pm
I'll check, but I think its already in the WAD as DECORATE. As well as SNDINFO and DECALDEF. I was wondering if I was supposed to specify something like what actor it's replacing or something else I was forgeting.
The WAD is on a different computer that dosn't have internet. So I'd have to go up, copy the code to a disk, run back down and paste it here. The actors do work, with sound, full animations, they do exactly what I want them to, and I can test the in DecX. But they dont seem to show up in Doom Builder or ZDoom.
The WAD is on a different computer that dosn't have internet. So I'd have to go up, copy the code to a disk, run back down and paste it here. The actors do work, with sound, full animations, they do exactly what I want them to, and I can test the in DecX. But they dont seem to show up in Doom Builder or ZDoom.
Have you given them a DoomEd number?
Code: Select all
ACTOR MyActor 10000 //<-DoomEd NumberYou do not have to replace an actor with DECORATE actors, you can add your own. To do so, give them a new and unique edit number, then use that in DB.
If you do want to replace an existing actor, use the "replaces" command.
actor MiDog 22065
{
actor stuff
}
or...
actor MiDog replaces Demon
{
actor stuff
}
or even, if you want to inherit most of the characteristics from a demon and then change a few things...
actor MiDog : Demon replaces Demon
{
actor stuff
}
[edit] Dammit Phobus
[/edit]
If you do want to replace an existing actor, use the "replaces" command.
actor MiDog 22065
{
actor stuff
}
or...
actor MiDog replaces Demon
{
actor stuff
}
or even, if you want to inherit most of the characteristics from a demon and then change a few things...
actor MiDog : Demon replaces Demon
{
actor stuff
}
[edit] Dammit Phobus
- RaptorFarmer
- Posts: 37
- Joined: Fri Oct 26, 2007 12:42 pm
