[Project] Snarboo's Mod Journal
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:
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.
- Ryan Cordell
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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
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
- Ryan Cordell
- Posts: 4349
- Joined: Sun Feb 06, 2005 6:39 am
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Capital of Explodistan
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
}
}

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.
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.
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.
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.
- Ryan Cordell
- Posts: 4349
- Joined: Sun Feb 06, 2005 6:39 am
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Capital of Explodistan