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Yes, another Decorate Question
Posted: Wed Oct 11, 2006 7:27 pm
by Ness!
Hello!
I've read the Wiki quite a bit and was trying to use the examples in the tutorial to make the regular zombie man shoot a blue shot. I also imported a sprite for the shot but..
Two questions.
1 - It talks about a four letter code for the attack sprite, how would I find that out?
2 - Does it need more than one frame of animation to work?
I figured out how to change his attack without a problem and import a custom attack but the two above questions have me stumped.
Any Ideas?
Posted: Wed Oct 11, 2006 7:35 pm
by HotWax
1. The "four letter code" is simply the sprite name. So if you imported your graphic as BLUEA0, the code would be "BLUE".
2. No.
Posted: Wed Oct 11, 2006 9:36 pm
by Ness!
Still not working, Ill post the code and see if that helps.
Code: Select all
actor BlueShot02
{
height 8
radius 6
damage 5
speed 10
renderstyle Add
alpha 1
seesound "misc/shot"
deathsound "misc/shotx"
PROJECTILE
+RANDOMIZE
states
{
Spawn:
DKB1 A 4 bright
loop
Death:
DKB1 a 6 bright
stop
}
}
actor Zoon 3067
{
spawnid 4
obituary "%o was killed by a zombieman."
health 200
radius 20
height 56
mass 100
speed 1
painchance 50
seesound "grunt/sight"
attacksound "grunt/attack"
painsound "grunt/pain"
deathsound "grunt/death"
activesound "grunt/active"
dropitem "Clip" 256
MONSTER
+FLOORCLIP
states
{
Spawn:
POSS AB 10 A_Look
loop
See:
POSS AABBCCDD 4 A_Chase
loop
Missile:
POSS E 10 A_FaceTarget
POSS E 8 bright A_CustomMissile("BlueShot02", 32, 0, 0)
POSS E 8
goto See
Pain:
POSS G 3
POSS G 3 A_Pain
goto See
Death:
POSS H 5
POSS I 5 A_Scream
POSS J 5 A_NoBlocking
POSS K 5
POSS L -1
stop
XDeath:
POSS M 5
POSS N 5 A_XScream
POSS O 5 A_NoBlocking
POSS PQRST 5
POSS U -1
stop
Raise:
POSS KJIH 5
goto See
}
}
The Image name is DKB1A0
I know the code must be fooked.. right?

Posted: Wed Oct 11, 2006 11:16 pm
by edward850
POSS KJIH 5
DKB1A0: POSS being the 4-letter sprite name
DKB1A0: KJIH is the sprite frame (multiple ones)
DKB1A0: this is the rotational frame, if 0, its the same thing at every angle
Posted: Thu Oct 12, 2006 8:34 am
by HotWax
After looking over the code I don't see anything immediately wrong with it. So...
Can you post the PWAD you're using to test with? Maybe there's something else messing it up.
Posted: Thu Oct 12, 2006 9:23 am
by Cutmanmike
Make sure the graphics are there and are in properly.
Posted: Thu Oct 12, 2006 5:52 pm
by DBThanatos
Ness! wrote:Still not working, Ill post the code and see if that helps.
Code: Select all
actor BlueShot02
{
height 8
radius 6
damage 5
speed 10
renderstyle Add
alpha 1
seesound "misc/shot"
deathsound "misc/shotx"
PROJECTILE
+RANDOMIZE
states
{
Spawn:
DKB1 A 4 bright
loop
Death:
DKB1 a 6 bright
stop
}
}
The Image name is DKB1A0
I know the code must be fooked.. right?

I believe the proble is in the death sequence, it have:
DKB1 a 6 bright
I think that "a" must be "A".
that tends to give me problems, maybe im wrong
Posted: Thu Oct 12, 2006 9:53 pm
by Ness!
Thanks for the quick reply guys! Heres the test wad I was working on.
Posted: Thu Oct 12, 2006 10:00 pm
by edward850
Fixed, you needed your sprites between s_start and s_end markers
Posted: Thu Oct 12, 2006 10:13 pm
by Ness!
Holy crap thank you SO much! I was trying to figure this out for hours! this is so awesome thanks!

Posted: Fri Oct 13, 2006 7:52 am
by HotWax
DBThanatos wrote:I believe the proble is in the death sequence, it have:
DKB1 a 6 bright
I think that "a" must be "A".
Decorate is case-insensitive. It reads "A" as "a" and "StealthArchVile" as "stealtharchvile".
Posted: Fri Oct 13, 2006 12:37 pm
by Anakin S.
I thought it was case sensitive in txt form but not in zdoom. Unless that changed.