Changing Summon Name for DeHackEd Entities
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
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odysseyofnoises1
- Posts: 3
- Joined: Fri Oct 05, 2018 6:40 pm
Changing Summon Name for DeHackEd Entities
I've created a number of custom monsters using DeHackEd for a vanilla-compatible wad, but some of the monsters replace things such as the gibbed marine decoration. Is it possible to make it so that I can type the actual monster's name when summoning it instead of summon gibbedmarine, which is rather awkward? I've tried to make a simple DECORATE lump with something like actor CustomMonster : GibbedMarine replaces GibbedMarine {}, but that just summons the default gibbed marine. In addition, is it possible to specify proper obituary messages so that it doesn't just say player died when the player is killed by a custom monster? I tried attaching the wad in question, but it's not letting me do so.
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Gez
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- Posts: 17946
- Joined: Fri Jul 06, 2007 3:22 pm
Re: Changing Summon Name for DeHackEd Entities
No, it doesn't. If it did, you'd get what you want. What it does is summon a CustomMonster, which is a perfect clone of the GibbedMarine before DeHackEd change. So the original is modified, and you summon an unmodified copy.odysseyofnoises1 wrote:I've tried to make a simple DECORATE lump with something like actor CustomMonster : GibbedMarine replaces GibbedMarine {}, but that just summons the default gibbed marine.
So what you need to do is to summon the original (and modified by dehacked). For that, the simplest is to use a RandomSpawner:
Code: Select all
Actor CustomMonster : RandomSpawner { DropItem "GibbedMarine" }-
Guest
Re: Changing Summon Name for DeHackEd Entities
Awesome, that works. Is there any hope for the obituary messages, or will I have to live with the "player died" message?
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Gez
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- Posts: 17946
- Joined: Fri Jul 06, 2007 3:22 pm
Re: Changing Summon Name for DeHackEd Entities
For a dehacked monster? The only way they could get custom obituaries would be to get (feature request) GZDoom to give obituary strings to every Doom/Doom II actor.
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Guest
Re: Changing Summon Name for DeHackEd Entities
Awww, damn -- that's what I thought. I guess I'll consider putting in a feature request for that, though I highly doubt something like this would be high up on the developers' priority list. Oh well -- thanks for at least getting me this far.
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Graf Zahl
- Lead GZDoom+Raze Developer

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Re: Changing Summon Name for DeHackEd Entities
I'd rather do it so that any dying actor without a defined obituary can look up "(HIT)OBITUARY_classname" string from the string table. Everything else would be overkill and unmanageable.