[Project] Snarboo's Mod Journal

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Snarboo
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Post by Snarboo »

I apologize if I'm overworking, Bouncy. Thanks for Tchernobog! Don't worry about the projectiles, I'll find good substitutes.
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BouncyTEM
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Post by BouncyTEM »

oh, no. :biggrin:
i'm quite content doing things. no problem whatsoever. (cough and it's free advertising for the monsters. :P cough)

You know what to do if you need anything!
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Snarboo
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Post by Snarboo »

I'm having a major problem in GZDoom 1.0.24 with A_SpawnItem and A_SpawnItemEx. If I put anything but a monster in the type argument, say "ArchvileFire", it will spawn properly. If I put a monster in there, such as a modified Fallen by Eriance I've put into my mod, it will never spawn. This should work properly, and I know in other mods it works fine. I'm also having the same problem with A_PainAttack.

What's most peculiar about this is that the Pain Elemental still funtions right. This seems to be effecting all my monsters and even effects only, even my custom projectiles or puffs. However, here's the code for the specific monster in question:
Spoiler:
If this problem cannot be fixed, I might have to remove all the monsters and cancel that part of the mod, as there are so many ideas I have that rely upon this. I'm hoping this is a GZDoom error only. If that is the case, then I can make this ZDoom exclussive until the problem is fixed.
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BouncyTEM
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Post by BouncyTEM »

I could easily be mistaken, but the problem *might* be the classic lack of space.

a_spawnitem and a_spawnitemex will only spawn the item/monster/actor if it fits in the space given, FWIE (From What I've Encountered).

I don't know any easy solution to that. x_x
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Snarboo
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Post by Snarboo »

That's what I'm hoping it is. Still, even if I put normal monsters in there, such as the lost soul, or use the vanilla A_PainAttack, it does nothing. It's probably as you said and a space problem.
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Snarboo
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Post by Snarboo »

This has to be a bug, HAS TO BE. Either that or it's completely intentional. So, messing around with this, I've discovered that if you either comment out the MONSTER property or set -ISMONSTER on the thing you wish to spawn, it works. Holy crap that's weird.
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Ryan Cordell
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Post by Ryan Cordell »

Actually, remove ,206 from the last line of A_SpawnItemEx and see what happens soon, letting it be a monster again.
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Snarboo
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Post by Snarboo »

I need that last number, as it determines the chance the monster will spawn, and I wanted it to be very low. I'll try what you said here later, as I'm going to be busy for most of the day.

In other news, the Tchernobog graphics are in the mod, along with some choice projectile frames taken from Hexen for it's attacks and death. Should be an awesome monster when I'm done. :D
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Ryan Cordell
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Post by Ryan Cordell »

Code: Select all

ACTOR Spawner
{
   States
   {
   Spawn:
	TNT1 A 0
      TNT1 A 2 A_SpawnItemEx("ZombieMan",-10,-10,0)
	TNT1 A 2 A_SpawnItemEx("ZombieMan",10,10,0)
      Wait
   }
}
Tested, and funny, this works for me. ;)
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Snarboo
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Post by Snarboo »

I did exactly what you said, Blade, and it didn't work. If it's working for you, however, there must be something wrong on my end. What I can't say.
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Snarboo
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Post by Snarboo »

I feel like I'm going to cry here.

So, I copy your code, Blade, and it works. I try it in a custom monster mod and set it to spawn the proper monster, it works. I copy it in my mod, IT DOESN'T WORK. Why doesn't it work?! Even if I set the offset on A_SpawnItemEx to a really high number, the monster is never spawned! EVER. Even when it should spawn my monster every time the DarkPriest dies.

It's ridiculous. Why does it work if I set the flag -ISMONSTER? Why doesn't it work in my mod, even when every detail is the same as your code, Blade? It's driving me crazy. It makes me want to give up on the whole custom monster thing. I can have my monster spawn any effect, item or pickup as long as it's not a monster. As soon as I try to spawn one, BAM, it doesn't work.

That doesn't make any sense to me. As long as it's a monster, it doesn't want to spawn. Even if the object in question is solid, shootable and every other flag besides ISMONSTER is set. I really don't know what to do, but I'm going to keep at it.
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BouncyTEM
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Post by BouncyTEM »

Hmmmm...

Thought; maybe it isn't the idea you're most inclined to do but maybe you can send me a PM with a link to your mod, and I can figure it out?
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Snarboo
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Post by Snarboo »

I finally fixed it. You were right along, Bouncy; it was an issue of space. :D Rather than spawn the monster directly in the DarkPriest's death states, where it most likely didn't have enough room to spawn, I instead had the DarkPriest spawn a seperate object that would then spawn the necessary monster. A complicated work around, but it seems to work.

Given the sheer size of the wad and all the work put into this, it's about time I release this to some internal testers. I'll send out a few PM's once I tighten up some more items.
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BouncyTEM
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Post by BouncyTEM »

Somehow i'm not surprised it was an issue of space. XD

and, yay, internal betas! :P
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Ryan Cordell
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Post by Ryan Cordell »

I was surprised a bit to see I was one of 'em, but I guess I can help. :P
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