A DECORATE Code makes Problems...

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Henderick
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Joined: Sun Mar 08, 2009 9:11 am
Location: Germany

A DECORATE Code makes Problems...

Post by Henderick »

I don't know how to explain my problem without code... also :
Spoiler:
My problems are:
DirectionCannons Death: The DirectionCannonExplodes are all at the same place, there where the DirectionCannon is.
DirectionCannonSmoke : The same...
(Why it ignores the 48 by Death an the 16 by Smoke in the A_CustomMissile? It is everytime 0)
VSpeed 1: Nothing happened (Why? It's the same like Bulletpuff...)
Pitch Angle: It ignores the 8... It's just 0 all the time... (Why?!?)
Need help q.q

The Smoke should go up like BulletPuff...
The Explodes (in Death) should begin around the Cannon in 8 Directions and go up...
The Explodes (in Shoot) should go up
The Smoke with the Angle Pitch (8) should go diagonal... ( also x/y and z movement at the same time)

And another Problem :

VGHO A 0 A_VileTarget("Ghost") //Line 885
Script error, "DECORATE" line 885:
You cannot pass parameters to '('
-> http://zdoom.org/wiki/A_VileTarget !

I can't understand...
(Actor Ghost exists)
Please help ;(
CO2
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Joined: Tue Jul 29, 2008 9:24 am

Re: A DECORATE Code makes Problems...

Post by CO2 »

On the second problem, may we see the actor's code?
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Skippy
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Location: Belfast, NI

Re: A DECORATE Code makes Problems...

Post by Skippy »

DirectionCannons Death: The DirectionCannonExplodes are all at the same place, there where the DirectionCannon is.
DirectionCannonSmoke : The same...
(Why it ignores the 48 by Death an the 16 by Smoke in the A_CustomMissile? It is everytime 0)
Since you haven't given DirectionCannonExplode a speed, it won't go anywhere. Note also that DirectonCannonSmoke won't enter the Death state unless it hits something, as you've put a Stop in the Spawn state.
Script error, "DECORATE" line 885:
You cannot pass parameters to '('
[wiki]A_VileTarget[/wiki] used to have no parameters; the optional 'type' parameter was added later. Since you haven't told us what version of ZDoom you're using, it's impossible to tell if this is a problem.
Henderick
Posts: 50
Joined: Sun Mar 08, 2009 9:11 am
Location: Germany

Re: A DECORATE Code makes Problems...

Post by Henderick »

Skippy wrote:
DirectionCannons Death: The DirectionCannonExplodes are all at the same place, there where the DirectionCannon is.
DirectionCannonSmoke : The same...
(Why it ignores the 48 by Death an the 16 by Smoke in the A_CustomMissile? It is everytime 0)

Since you haven't given DirectionCannonExplode a speed, it won't go anywhere. Note also that DirectonCannonSmoke won't enter the Death state unless it hits something, as you've put a Stop in the Spawn state.
I made these two changes (Speed and VSpeed)
Spoiler:
The DirectionCannonLines float in my direction now...but they still should fly up
But the DirectionCannonExplodes don't go up, they float back to the DIrectionCannon when the Smoke Explodes and they float away from the Cannon when the Cannon dies...
(The Smokes should disappear after a short while, but if you touch the Smokes, they will explode and do damage.)
(But if the Smoke has VSpeed, either it will go vertikal, or it will go horizontal)
Skippy wrote:
Script error, "DECORATE" line 885:
You cannot pass parameters to '('

A_VileTarget used to have no parameters; the optional 'type' parameter was added later. Since you haven't told us what version of ZDoom you're using, it's impossible to tell if this is a problem.
It's zdoom-2.2.0
CO2 wrote:On the second problem, may we see the actor's code?
Because I can't use A_VileTarget ("Ghost") in this I changed the Code for it...
Spoiler:
CO2
Posts: 42
Joined: Tue Jul 29, 2008 9:24 am

Re: A DECORATE Code makes Problems...

Post by CO2 »

Henderick wrote:It's zdoom-2.2.0
There's the problem, you should be running 2.3.0

Also the A_Chase in that could really be shortened to one line:

Code: Select all

VGHO ABABABABABABABABABABABABABABABABABABABABABABABABABABABABAB 2 A_Chase(0,"Missile",CHF_NOPLAYACTIVE)
Same change for that A_FaceTarget code.
Henderick
Posts: 50
Joined: Sun Mar 08, 2009 9:11 am
Location: Germany

Re: A DECORATE Code makes Problems...

Post by Henderick »

The A_VileTarget problem is gone, thanks :D

But the old DirectionCannon Problem is not...

And again, I have another second problem
How can I make an effect like A_HeadAttack but only with another string type?
(A_HeadAttack sadly hasn't parameters :( )
Please help me again :3:
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Ceeb
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Re: A DECORATE Code makes Problems...

Post by Ceeb »

Henderick wrote:The A_VileTarget problem is gone, thanks :D

But the old DirectionCannon Problem is not...

And again, I have another second problem
How can I make an effect like A_HeadAttack but only with another string type?
(A_HeadAttack sadly hasn't parameters :( )
Please help me again :3:
[wiki]A_FireCustomMissile[/wiki] is your friend.
Henderick
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Joined: Sun Mar 08, 2009 9:11 am
Location: Germany

Re: A DECORATE Code makes Problems...

Post by Henderick »

Ceeb wrote:A_FireCustomMissile is your friend.
I think it's not...
Script error, "Collect.wad:DECORATE" line 147:
Invalid state parameter a_firecustommissile
maybe it can't work on enemies
But anyway, I don't know how to make a melee attack if it is near and a missile attack if it is far away (like Cacodemon).
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Ceeb
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Re: A DECORATE Code makes Problems...

Post by Ceeb »

Henderick wrote:I think it's not...
Script error, "Collect.wad:DECORATE" line 147:
Invalid state parameter a_firecustommissile
maybe it can't work on enemies
You're right. [wiki]A_CustomMissile[/wiki] is for enemies, FireCustomMissile is for weapons. Next question.
Henderick wrote:But anyway, I don't know how to make a melee attack if it is near and a missile attack if it is far away (like Cacodemon).
[wiki]A_CustomComboAttack[/wiki] is what you're looking for, my boy.
Henderick
Posts: 50
Joined: Sun Mar 08, 2009 9:11 am
Location: Germany

Re: A DECORATE Code makes Problems...

Post by Henderick »

Yes, thank you very much :D

Are you ready for my next "second" Problem? :lol:

How can I use A_VileAttack with another sound than vile/stop ?
That "another" sound shouldn't come when the Attack misses.

(And why A_StopSound doesn't work? Or how to use it?
Because longer sounds will spam without stop)
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Ceeb
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Re: A DECORATE Code makes Problems...

Post by Ceeb »

You shouldn't use A_StopSound. Use [wiki]A_StopSoundEx[/wiki].

As for A_VileAttack, there is no way to stop the sound, but you can make your [wiki]SNDINFO[/wiki] lump reference vile/stop to a nonexistent sound. However, this will make any actor who uses A_VileAttack silent. But if you want to go that route, put this in your SNDINFO.

Code: Select all

vile/stop DSEMPTY
Henderick
Posts: 50
Joined: Sun Mar 08, 2009 9:11 am
Location: Germany

Re: A DECORATE Code makes Problems...

Post by Henderick »

hmm, I replaced the normal Archvile with an Archvile who uses another sound for raise and attack.
For Heal state I can use any other sound for any other enemy who uses A_VileChase because vile/raise is dsempty, now.
But Attack... there is a Problem...
The explode sound appears every time, even if the attack misses.
Spoiler:
and this for example is another ArchVile...
Spoiler:
(only for better show what I mean)
There must be another way :?
(I haven't any problems with ArchViles Fire )

I'm wondering about the line
MeleeSound "vile/stop" (now MeleeSound "dsbarexp" / MeleeSound "dsvilzxp")
in Archviles DECORATE file, but he ignores it... Early I hoped it works.
Henderick
Posts: 50
Joined: Sun Mar 08, 2009 9:11 am
Location: Germany

Re: A DECORATE Code makes Problems...

Post by Henderick »

How can I see Arch Viles Combo?
Maybe I can remake it with A_CustomMissile or something...
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