Doom Builder 2 monster problem (help!)

Ask about mapping, UDMF, using DoomBuilder/editor of choice, etc, here!

Moderator: GZDoom Developers

Forum rules
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.
Post Reply
NaiGouZ
Posts: 3
Joined: Thu Nov 16, 2017 9:42 am

Doom Builder 2 monster problem (help!)

Post by NaiGouZ »

Hi Everybody! :) Can you guys help with my problem? :( I'm new here and i have problem with Doom Builder 2. I'm making a new Heretic-mod, what contains levels with few HeXen monsters. Well.. I Started a new WAD using SLADE3 for converting images to PNG-files to my WAD and after that, i created DECORATE-codes to every monster and sprites in my WAD with DoomEd-numbers (Copied from https://zdoom.org/wiki/). Dont ask for SS_START and SS_END,
because i have them. Like everything else like TX_START, TX_END, SNDINFO etc what should to be. Later that i think "oh yeah let's make some levels!" Now my problem starts.. I open Doom Builder 2 and i start making new map with my WAD (Heretic To Hexen Format). Everything looks correct and i found monsters in Things Mode with DoomED-code, what i inserted to DECORATE-codes like this "ACTOR BISHOP 114". When i'm going to the Visual mode, i can see Bishop, but when i'm testing level. I only see red question mark... :? what does that thing? Can anybody explain? Very confusing is that, why that monster works with sound, if i'm Heretic (Pasting my own WAD in to ZDoom) and then i use console command "Summon Bishop"? :roll: I was thinking what is the problem with this? I tried it too many times to fix, but nothing helps...I'm very appriciated if somebody can help me with this, because this is so annoying thing to fix. :( thanks anyway! Here is a picture what can explain more.
Attachments
Here is problem what i mean
Here is problem what i mean
User avatar
ramon.dexter
Posts: 1562
Joined: Tue Oct 20, 2015 12:50 pm
Graphics Processor: nVidia with Vulkan support
Location: Kozolupy, Bohemia

Re: Doom Builder 2 monster problem (help!)

Post by ramon.dexter »

Post the code for the mentioned bishop. We cannot tell you anything without that code.
NaiGouZ
Posts: 3
Joined: Thu Nov 16, 2017 9:42 am

Re: Doom Builder 2 monster problem (help!)

Post by NaiGouZ »

ramon.dexter wrote:Post the code for the mentioned bishop. We cannot tell you anything without that code.

Code: Select all

ACTOR Bishop 114
{
	Health 130
	Radius 22
	Height 65
	Speed 10
	PainChance 110
	Monster
	+FLOAT
	+NOGRAVITY
	+NOBLOOD
	+TELESTOMP
	+DONTOVERLAP
	+NOTARGETSWITCH
	SeeSound "BishopSight"
	AttackSound "BishopAttack"
	PainSound "BishopPain"
	DeathSound "BishopDeath"
	ActiveSound "BishopActiveSounds"
	Obituary "$OB_BISHOP"
	
	action native A_BishopChase();
	action native A_BishopDecide();
	action native A_BishopDoBlur();
	action native A_BishopSpawnBlur();
	action native A_BishopPainBlur();
	action native A_BishopAttack();
	action native A_BishopAttack2();
	
	States
	{
		Spawn:
			BISH A 10 A_Look
			Loop
		See:
			BISH A 2 A_Chase
			BISH A 2 A_BishopChase
			BISH A 2
			BISH B 2 A_BishopChase
			BISH B 2 A_Chase
			BISH B 2 A_BishopChase
			BISH A 1 A_BishopDecide
			Loop
		Blur:
			BISH A 2 A_BishopDoBlur
			BISH A 4 A_BishopSpawnBlur
			Wait
		Pain:
			BISH C 6 A_Pain
			BISH CCC 6 A_BishopPainBlur
			BISH C 0
			Goto See
		Missile:
			BISH A 3 A_FaceTarget
			BISH DE 3 A_FaceTarget
			BISH F 3 A_BishopAttack
			BISH F 5 A_BishopAttack2
			Wait
		Death:
			BISH G 6
			BISH H 6 Bright A_Scream
			BISH I 5 Bright A_NoBlocking
			BISH J 5 Bright A_Explode(random[BishopBoom](25, 40))
			BISH K 5 Bright
			BISH LM 4 Bright
			BISH N 4 A_SpawnItemEx("BishopPuff", 0, 0, 40, 0, 0, 0.5)
			BISH O 4 A_QueueCorpse
			BISH P -1
			Stop
		Ice:
			BISH X 5 A_FreezeDeath
			BISH X 1 A_FreezeDeathChunks
			Wait
	}
}
Last edited by Accensus on Sat Nov 18, 2017 7:35 am, edited 1 time in total.
Reason: Added [code] blocks.
User avatar
Kappes Buur
 
 
Posts: 4179
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada
Contact:

Re: Doom Builder 2 monster problem (help!)

Post by Kappes Buur »

Read the Note on top of https://zdoom.org/wiki/Classes:Bishop and make a new actor which inherits from Bishop, for example
Spoiler:
where you can change some attributes but leave all others as original.
Or, if you want to inherit all attributes unchanged, simply use

Code: Select all

ACTOR XYZ2 : Bishop 21002
{
} 
The new Actor name is up to you, the DoomED number must be unique.

Then, place all sprites pertaining to Bishop and BishopPuff, as indicated by the original actor,
Spoiler:
between S_ markers. and make sure to use the correct palette.

Next, place all pertaining paths into SNDINFO and pertaining sounds into your map
Spoiler:
Now place the new Bishop into your map
Spoiler:
Image
Blue Shadow
Posts: 5043
Joined: Sun Nov 14, 2010 12:59 am

Re: Doom Builder 2 monster problem (help!)

Post by Blue Shadow »

Kappes Buur wrote:Or, if you want to inherit all attributes unchanged, simply use

Code: Select all

ACTOR XYZ2 : Bishop 21002
{
}
If you use [wiki=Editor_number_definition]MAPINFO[/wiki] for that instead, then you can use the original class as is. No inheritance required.

Code: Select all

DoomEdNums
{
    21002 = Bishop
}
NaiGouZ
Posts: 3
Joined: Thu Nov 16, 2017 9:42 am

Re: Doom Builder 2 monster problem (help!)

Post by NaiGouZ »

Kappes Buur wrote:Read the Note on top of https://zdoom.org/wiki/Classes:Bishop and make a new actor which inherits from Bishop, for example
Spoiler:
where you can change some attributes but leave all others as original.
Or, if you want to inherit all attributes unchanged, simply use

Code: Select all

ACTOR XYZ2 : Bishop 21002
{
}
The new Actor name is up to you, the DoomED number must be unique.

Then, place all sprites pertaining to Bishop and BishopPuff, as indicated by the original actor,
Spoiler:
between S_ markers. and make sure to use the correct palette.

Next, place all pertaining paths into SNDINFO and pertaining sounds into your map
Spoiler:
Now place the new Bishop into your map
Spoiler:
Image
Thanks for your answer! I tried it couple times and it finally works! Thanks to your good instruction of that. Now i'm learned. 8-)
Post Reply

Return to “Mapping”