No projectiles?

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Burning5eraphim
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No projectiles?

Post by Burning5eraphim »

Before posting this, I looked around a bit to see if someone else had this problem...but I couldn't find anything. So here goes.

I've coded a few monsters before (everything for personal use, btw.) but this one doesn't want to shoot a projectile, even though all my others do. :? When it comes to firing a projectile he does the animation just fine...just that nothing comes out....even though the monster calls for it in the missile state and it's correctly written.

Here's the code. Maybe I'm missing something?
Spoiler:
Any help would be appreciated.
Last edited by Burning5eraphim on Mon May 28, 2007 10:51 am, edited 1 time in total.
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Matt
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Post by Matt »

Can you post the definition for TriFireball?
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Burning5eraphim
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Post by Burning5eraphim »

Wow, thanks for the quick respone. =)

Um, bah, it's the HammerFireball. I changed the name last night and didn't update it. My mistake. (I use 2 wads of the same one...the actual one and the test one.)

Edit: I fixed the OP.
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Matt
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Post by Matt »

Alright, no longer late at night and I can actually read stuff...

The first number is the height offset and measures from the bottom of the actor, so 0 means it spawns on the ground and blows up immediately unless you've got some other floor-behaviour flag on the projectile. Since monsters tend to aim at a standing player at height 32, all default Doom monsters have 32 as their projectile height offset.

Also, you might want to replace Explosionradius/-damage with an [wiki]A_Explode[/wiki] call in the projectile's death state.

Do you actually have the sprites in your wad, and "monster/impshotx" defined in a [wiki]SNDINFO[/wiki] lump? That's about the only other thing I can think of that might be wrong, but it should only affect your ability to tell if the fireball is exploding at the monster's feet the way it's set up now.
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Burning5eraphim
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Post by Burning5eraphim »

The sound thing was actually me trying to use the same sound for the imp's frieball, but I realized out it's imp/shotx, lol. And true on the A_Explode, I completely missed that. Still no fireball. -_-

I set up the value to 56 to see if it'd spawn over his head but nothing. Tried 16 to see if it'd spawn at its knees..nothing. And yes, the sprites are in the wad. Which is what bothers me so much. :evil: I have no idea what could the problem be.
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Post by XutaWoo »

Did you put the sprites between the SS_Start/SS_End markers? Otherwise they're not properly loaded into the wad.
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Burning5eraphim
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Post by Burning5eraphim »

Yes indeed! :(

Everything is where it's supposed to be. *scratches head*
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Post by Burning5eraphim »

Double post for the sake of a *bump*. Any ideas? :(
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Post by Unknown_Assassin »

This may be a bit stupid, but it is worth a shot: Is the name in the decorate code for the projectile the same as the name of its sprites?
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Post by Matt »

http://www.zdoom.org/wiki/index.php?tit ... ned_Sounds

Try having the monster fire a DoomImpBall, and then try having the fireball replace the DoomImpBall... at least then you should be able to tell where the problem's coming from.
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Burning5eraphim
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Post by Burning5eraphim »

@UA: Negatory. Why would that be? O.o

@Vaecrius: [edit: Nope, no difference.]
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Niya
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Post by Niya »

Can you post the entire decorate code so I/we can look at it ?
As a matter of fact can you post a small wad with the projectile, its sprites and DECORATE code ?
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Burning5eraphim
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Post by Burning5eraphim »

Here it is. Hopefully someone can see something I fail to. Btw, there's a read me with it. It'll explain the monster a little bit more in detail.

I still fumbled with it some more, to no avail. I even tried inheritance, lol. sigh. Thanks again for your time and patience, everyone. =)
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Lumpy
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Post by Lumpy »

This line above your GroundTrail definition.
/*****
If you make it this.

//*****

It will work 100%
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HotWax
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Post by HotWax »

Heh, yay for unintentional block commenting.
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