#classic-doom-maps-mods

1 messages ยท Page 40 of 1

unreal oyster
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You have to click a check box to get it back like that though

vocal crypt
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still

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better then nothing, though I really had no problem with such

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TBH, it should've been an option.

pallid yoke
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I just completed Beta 1.0 of my Doom 2 level

pallid yoke
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ok now I need to remember how to package this all up so I can do a release that avoids the Brutal Doom GZDoom error ect

latent phoenix
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I kno

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i know how to fix it

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Open the BD pk3 with 7zip, open blood.txt (preferbly with notepad++)

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line 545 and five-sixty something, in the blood fadeout area replace the letter l with 1

pallid yoke
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so I tried placing a fixed version of the blood.txt file in a pk3 then tried to lod it after the brutaldoom pk3

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it still gives an error.

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So the only way I think to do this is going to force everyone who downloads this to take the fixed txt file and poverwrite the one in the brutaldoom pk3

vocal crypt
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anyway to fix SNDINFO?

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as in weapons not having osunds

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*Sounds

haughty flower
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how does zandronum's CustomMissile work

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still not answered; reposting

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eh, i might try looking it up on the forums

pallid yoke
haughty flower
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is there any way to remove existing playerclasses in gameinfo?

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hold on, let me check TUTNT for reference

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i need to use KEYCONF.

drowsy forum
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...oooh FUCK YES!!!

vocal crypt
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I need help fixing my SNDINFO

vocal crypt
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Um didn't Zdoom die

wooden portal
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Yep

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QZDoom & GZDoom live on though

vocal crypt
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someone help I got dis in SNDINFO, yet no sound be playin

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ak47fire "sounds/Weapons/AK47FIR.ogg"

haughty flower
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Numbers..?

vocal crypt
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what numbers?

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in the nickname?

haughty flower
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Yeah

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Idk tho

royal wave
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Remove the quotes

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And the file extension, the .ogg

vocal crypt
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I'm conflicted with this mod thing

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with the maps being community made, or made by myself, or some other shit

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or just some class/wepaon pack

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*weapon

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or whatever

royal wave
drowsy forum
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STFU VEGA

trim falcon
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what wrong with you VEGA

drowsy forum
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D4D v3 Alpha 1's out.

trim falcon
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brb stealing code

drowsy forum
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Good luck.

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It's all zscript baby!

latent phoenix
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soo

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what is zscript?

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just wondering

trim falcon
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a new type of coding

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in the past we got dehacked

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and then DECORATE

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and the newest one is Zscript

latent phoenix
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uh major

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I can't seem to find hte download for 3.0

round gyro
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Hold on GZDB is dead..?

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Huh

wooden portal
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I think he rage quit

vocal crypt
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Is there a way to make some sort of shop thing ala Counter Strike?

trim falcon
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there is

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but you need alot of work

vocal crypt
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Graphics specifically?

trim falcon
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and I mean alot

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yes

vocal crypt
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hmmm

trim falcon
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and also coding

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the coding is hellish

vocal crypt
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I guess I should just do some leveling system then

trim falcon
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unless you steal someone code

vocal crypt
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what about a leveling system instead?

trim falcon
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that easier

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I believe the tutorial on the wiki

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can't find it

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its gone

vocal crypt
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wut

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remove that ?

trim falcon
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oh yes that

vocal crypt
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or remove that question mark

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it looks outdated

trim falcon
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yep, but you should get the idea how its done

vocal crypt
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is the #define reward_2 the reward for leveling up?

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in that link?

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script thing

trim falcon
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not sure

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don't have time to check everything

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and I gotta go

vocal crypt
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k

vocal crypt
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now I'm stuck with trying to figure out making a custom hud
mostly just health and ammo count to yellow
like in CS.
let's just say Source version.
er

vocal crypt
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does anyone know how to make a custom hud

vocal crypt
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anyone know how to work a SBARINFO thting

latent phoenix
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uh

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Was wondeirng if someone could just take a crack at the 3d models pack for

vocal crypt
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hands you bag of crack

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hand it to the 3D Models PACK

shadow bone
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@vocal crypt If you haven't been able to get it working by reading the SBARINFO wiki page, I'd recommend making a post on the ZDoom forums.

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SBARINFO is pretty much a black art and I don't think many people here really know it

vocal crypt
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I've tried digging in hud mods to see how they works

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but no success

shadow bone
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Be aware that SBARINFO is going to be deprecated in favor of ZScript soon, so probably shouldn't spend too much time learning it

vocal crypt
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so my DECORATE stuff is gonna be outdated.

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motherfuckers.

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sigh

shadow bone
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Well, it won't go away or anything.

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Just won't get much in the way of new features

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I know how you feel though; I need to knuckle down and learn it myself

vocal crypt
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does Slade even support such

shadow bone
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Not yet, but SLADE really only does syntax highlighting.

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It'll edit the text lumps just fine

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ZScript doesn't need to be compiled or anything. It's like DECORATE+ACS+++

vocal crypt
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I guess I'll just use the All Info Classic Hud as a base. Gotta make sure to credit the author tho by then.

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For some reason, it's not detecting the texture for a defined font thing.

vocal crypt
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I guess I'll show some alpha release of that mod I kept talking bout. Unfortunately the HUD was copied and it seems to be nothing special except a class/weapon pack. Also you need to use Zandronum for this version.

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awkward

trim falcon
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don't have time to test that

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just saying

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already download it

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don't feel bad

vocal crypt
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might have to type IDKFA for weapons

royal wave
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your guns are either too op or under powered

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grenades don't travel, they just get dropped

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and why is the running speed the walking speed of classic?

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there are literally some parts of the game that can not be reached at walking speed

vocal crypt
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Elaborate on the too op part

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Also, IIRC, you have to hold down the fire button with the hand grenade

royal wave
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the default pistol you're giving me, I have to drain almost half of my ammo to take down an enemy

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meanwhile the sub machine guns mow through like tissue paper

prisma saddle
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I played it for a bit and it feels a tad clunky,

vocal crypt
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Terrorist or CT pistol?

royal wave
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Random

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so idk

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I shouldn't have to spray and pray to suceed

prisma saddle
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Especially the inconsistency in sprites,

royal wave
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the grenade launcher was what I ended up sticking to

prisma saddle
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But that's just me being really nitpicky about inconsistencies @vocal crypt

vocal crypt
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So the main problems are some guns are op and underpowered

prisma saddle
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The movement speed just feels like he's trying to stroll through mud without getting his pants wet...

vocal crypt
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And speed of person

prisma saddle
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Also, why are there two Counter Terrorist and Terrorist classes @vocal crypt

vocal crypt
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Um wh-

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Oh

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I think I accidentally did that when "converting" it to Zan

prisma saddle
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The only real word I can use to describe it is halfbaked, especially for an alpha.

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Hopefully that didn't come off as rude @vocal crypt

vocal crypt
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Tbh, I'm surprised I'm taking it well

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Also elaborate on the inconsistency part

prisma saddle
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Two of the weapons don't make a sound and mostweapons use the classic DooM "center" weapon placement and some use a modern "right handed" weapon placement.

vocal crypt
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Those two weapons wouldn't be the uzis would they?

prisma saddle
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Yeah, the Uzis are silent.

vocal crypt
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Always causing me trouble, those damn Uzis

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'Twas a joke^

trim falcon
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my vega

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why

vocal crypt
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Also, if possible elaborate on the clunky part @prisma saddle

vocal crypt
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but seriously @royal wave , what weapons are OP and which are underpowered? You told me the Uzi's were OP and the pistol is UP

royal wave
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Sub machine guns

vocal crypt
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the other guns?

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Besides pistol

royal wave
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The sub machine guns

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I don't know your mod like you do, so I can't tell you anything like you would expect

vocal crypt
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It is MP oriented

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so

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maybe it's OP against SP monsters, but not other playas

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I don't know

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we need testing

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I guess.

warped rampart
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I just realized, I could probably take a look through the DOOM2 base WAD and copy the elevator properties over to my elevator.

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Theoretically, looking at different sidedef's attributes will help me learn more about how to construct levels.

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Dunno why I say "theoretically", but yeah.

vocal crypt
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ffs
3d floors aren't working
or slope

royal wave
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What's happening

vocal crypt
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you know if you made a 3d slope your dummy sector square thing goes up and down, the other part is suppose to "slope"?

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or *make

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well they're just moving like they're seperate sectors and nothin else.

royal wave
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3D floors and slopes don't mix unfortunately

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It's either a slope or a 3D floor

warped rampart
vocal crypt
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I'm tryin to make a slope

warped rampart
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The only way I can think of how is to create a bunched-up staircase.

royal wave
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There's a line action that can make slopes

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No need for a dummy sector

vocal crypt
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in UDMF format

royal wave
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Yes

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PlaneAlignSlope or something like that

warped rampart
royal wave
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Ur such a silly goose pyrolex

vocal crypt
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may I ask, how the fuck does the line action work

warped rampart
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I'm smart, I swear.

royal wave
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You basically have two sectors at different heights

vocal crypt
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and?

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then?

royal wave
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Assign the action to the line that separates the teo

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Holy crap I'm typing chill

vocal crypt
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shit, gotta assign that to two lines then

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anyway

royal wave
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No

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One line

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Then you specify if it's the floor or ceiling, and if the slope is in front or behind the line

vocal crypt
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one line?

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So the "front" line?

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(no pun intended)

royal wave
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Yes

vocal crypt
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how do you specify if it's the floor or ceiling

unreal oyster
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there are args for the special for that

vocal crypt
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args?

unreal oyster
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arguments

vocal crypt
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ok, but how do they work

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because they seem to do jack shit

warped rampart
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Okay, so my idea didn't quite work.

vocal crypt
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nvm apparently I figured it out

unreal oyster
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hmm, gzdoom apparently fixed the weird issues with portals and sound

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that's cool, might actually motivate me to finish my map, lol

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i've put it off for a few months now

royal wave
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Nice

vocal crypt
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and basically tell with constructive criticism.

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I guess the next milestone is teh level up system

warped rampart
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Won't be able to test till tomorrow.

vocal crypt
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also, does anyone know how to create a basic level up system or somethin

trim falcon
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I think I show you before

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or the code is too confusing to you

vocal crypt
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Might need help "decoding" said script

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when the script has #define ZOMBIE_XP 2 does that mean for each zombie dude killed, 2 XP is added?

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or is that 2 the number of the enemy?

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er

trim falcon
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its mean

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zombie XP = 2

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and yes it add 2 point

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and in this case its add 2 xp

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I like rick roll

vocal crypt
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I decided to add that as a joke/easter egg (tho it's not really one considering it's easy to find somewhat)

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also, I'm finally admitting it, the code is too confusing for me.

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the leveling up thing htat is

vocal crypt
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Also, guys, any other criticisms slash apparent bugs I didn't catch probably

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With my mod?

vocal crypt
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@trim falcon how do you wrok that RPG script

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infact, how do you even work ACS without GZDoom Builder.

unreal oyster
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you use ACC.exe

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or GDCC-ACC.exe

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GZDB uses it internally

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but you can use it manually

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slade has a button for it too,

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but with slade you have to download it manually

vocal crypt
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download a manual ACS button thing?

unreal oyster
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the button's here

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if you try to click it without an ACS compiler it will ask you to set one

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you can use ACC,

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but i'd recommend GDCC-ACC

trim falcon
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yep that

vocal crypt
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gdccc-acc apparently doesn't have an executable that Slade recognizes or looks for.

trim falcon
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I only use ACC

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never tried gdcc and I don't understand the different between compiler

unreal oyster
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it won't show up, but you can still type it in

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and it will work

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@trim falcon honestly the reason i use GDCC is just because it's easier to find the newest version of, lol

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it has some support for extra stuff, but a lot of it is pretty much useless doom modding wise

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also, it won't allow you to do:

#
int hello = "hi";
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which is perfectly valid in ACC

trim falcon
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errr

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is that string or int ?

unreal oyster
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well in compiled ACS all strings are really ints

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because thanks raven software

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and because of that, acc allows you to put that line in and it'll work fine

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gdcc-acc won't let you though

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which is probably a good thing

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also gdcc-acc allows this:

script "S_ChangeMessage_Arg" (str passedTransMsg) {
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notice the str passedTransMsg

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with ACC, script args need to be int

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so that wouldn't be okay

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with gdcc you can clear up confusion

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with that

trim falcon
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I don't understand my own ACS code

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is that bad or good

unreal oyster
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good

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being able to pass a str to a function without using an int instead to exploit the weird ACS internals is a good thing

trim falcon
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terry wad is crazy

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some of the ACS is very malicious

vocal crypt
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well pressing compile ACS apparently don't do shit

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wait

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nvm it did

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what does ACSE mean?

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It has DLE, but Discord excluded that fsr

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(FSR = For Some Reason)

unreal oyster
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not sure

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i mean looking at it overall GDCC-ACC is practically just taking ACS one step closer to C, lol

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stuff like actual floats

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as a data type

vocal crypt
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also, it seems the ACS "script" ain't working

vocal crypt
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does anyone know how to look at a ACS script?

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because SLADE apparently can't

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otherwise it just has something like

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ACSel[

unreal oyster
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you are probably looking at the compiled acs

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you need the source code

vocal crypt
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how do I get such.......

unreal oyster
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depends

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this is your wad?

vocal crypt
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I'm gonna go on a limb and say you can't get the source code of another wad.

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in that case

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crap

unreal oyster
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depends

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if the mod author exposes the source code

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@vocal crypt this a wad or a pk3?

vocal crypt
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pk3

unreal oyster
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ok, what's the compiled ACS file's name?

vocal crypt
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dnd_menu

unreal oyster
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dnd_menu.o?

vocal crypt
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.lmp

unreal oyster
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oh k

vocal crypt
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so I'm screwed.

unreal oyster
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nah, that doesn't really mean anything

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don't make assumptions ๐Ÿ˜›

vocal crypt
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assumptions don't mean I'm quitting

unreal oyster
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is there a folder called something like "scripts", "acs_src", "source"?

vocal crypt
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no

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Trying to look at this mods ACS code for some shop thing to see how they did it

unreal oyster
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uhh, gimme a link to this pk3 download then

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i'll try to find the file

vocal crypt
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damn it

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Discord bitching about file size

unreal oyster
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urgh

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looks to me like they haven't put the source code in

vocal crypt
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so yeah I am screwed

unreal oyster
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you might be screwed there, sorry ๐Ÿ˜ฆ

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yeah

vocal crypt
#

Trying to see if a shop thing is even possible.

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you know

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a menu you bring up

unreal oyster
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try this

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it's possible, and people have made libraries to make it easier

vocal crypt
#

doesn't appear to have a download

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unless you mean wait patiently for it to release

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which I can do, I don't have a deadline for my mod

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@unreal oyster

unreal oyster
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oh right, yeah

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it's 61% done

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the page says

vocal crypt
#

so uh, can't really "try this"

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till it gets done

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buut my mod is in alpha

trim falcon
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so I think I want to start to make a mod

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what is the most non-generic mod ever ?

royal wave
#

Uh... that's kind of hard to pull off with doom

trim falcon
#

example ?

royal wave
#

You know the joke "simpsons did it?"

trim falcon
#

nope

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explain to me

royal wave
#

Basically coming up with an original idea isn't easy because someone else has already done it

haughty flower
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@royal wave nice reference

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i get it

vocal crypt
#

@trim falcon how does that RPG script even work?

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Is it void which means it has to be activated via a linedef for example?

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or somethin?

trim falcon
#

gimme the link

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since I have time to analyze right now

vocal crypt
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Sorry was fillin ice trays

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anyway

haughty flower
#

I use my icetrays to take apart me electronics to clean and mod them

vocal crypt
#

ey @trim falcon

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you alive again?

trim falcon
#

wait

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you got notepad++ right ?

vocal crypt
#

I...do

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shit no

trim falcon
#
#define SARGEANT_XP  5
#define IMP_DEMON_XP 10
#define CHAINGUN_XP 15
#define HISSIE_XP 20```
#

this define how much experience you got from a monster

vocal crypt
#

That part I get.

trim falcon
#
#define STR_XP " XP"
#define STR_REACHED "You reached level "

#define OPEN_XP "XP: "
#define OPEN_LEVEL "Level: "
#define OPEN_FSLASH "/"

#define FONT_BIG "bigfont"
#define FONT_SMALL "smallfont"

#define CLASS_CLIP "Clip"
#define CLASS_SHOTGUN "Shotgun"
#define CLASS_BACKPACK "Backpack"
#define CLASS_CHAINGUN "Chaingun"
#define CLASS_BLUEARMOR "BlueArmor"
#define CLASS_ARMORBONUS "ArmorBonus"
#define CLASS_PLASMARIFLE "PlasmaRifle"

#define REWARD_2 "25 HP"
#define REWARD_3 "25 HP\nGained 100 bullets"
#define REWARD_5 "100 armor"
#define REWARD_6 "50 armor"
#define REWARD_7 "50 armor\nGained 50 HP"
#define REWARD_10 "50 Armor\nGained 50 HP\nGained plasma rifle"```
#

i dunno why he do this

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but its say he want to make p-code smaller

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and I do not know what p-code is

vocal crypt
#

It seems the only "things" neccesary for my mod would be the STR_GAINED to FONT_SMALL parts

trim falcon
#
#define SCRIPT_XP 151
#define SCRIPT_CREDITS 154
#define SCRIPT_LOOP 150

#define OBSCRIPT_ZOMBIEMAN 201
#define OBSCRIPT_SARGEANT 202
#define OBSCRIPT_IMP_DEMON 203
#define OBSCRIPT_CHAINGUNNER 204
#define OBSCRIPT_HISSIE 205
#define OBSCRIPT_STEALTH_HISSIE 206
#define OBSCRIPT_STEALTH_BARON 207```
#

this is to define script number

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some mod might clash if using the same script number

vocal crypt
#

the 152 and 151 etc?

trim falcon
#

this make you much easier to change the script number

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yes

vocal crypt
#

Is this script a (void) or a OPEN one?

trim falcon
#
#define KILL_X 0.5
#define KILL_Y 0.6
#define KILL_TIME 2.0
#define KILL_TYPE HUDMSG_FADEOUT

#define MISC_CREDITS "This modification uses jallamann's\
\nexperience and level script.\n\nfor more info, see www.nightmaster.net"```
#

probabably both

vocal crypt
#

well crap

#

Hmm

#

Maybe I can redefine the XP to getting it from killing other playas

trim falcon
#

this one a new define, need to check at the bottom what its actually does

vocal crypt
#

that, or just make em drop "Credits" to buy from a shop

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which I still need to work on that

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if it were to be like CS.

trim falcon
#
str gained = "";
int xp2lv[10] = {50, 125, 250, 450, 675, 900, 1200, 1500, 2000,
    2500};```
#

declaring a value

vocal crypt
#

the int part?

trim falcon
#

yes

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you start with 0 xp

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level 1

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and the next level is 2

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100 hp

#

I not sure what is ar

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in xp2lv probably the xp you need to level up

vocal crypt
#

hmmm

trim falcon
#

50, 125, 250

vocal crypt
#

either a level up system, or make some weapons expensive with currency wise.

#

Maybe I just need to understand the damage aprt better of weapons.

trim falcon
#
{
    // experience and level screen refresh loop
    SetFont(FONT_BIG);
    HudMessage(s:OPEN_XP, d:xp, s:OPEN_FSLASH, d:xp2lv[lv+1];
        HUDMSG_FADEOUT, 1, CR_BROWN, 0.99, 0.70, 2.0);
    HudMessage(s:OPEN_LEVEL, d:lv; HUDMSG_FADEOUT, 2, CR_BROWN, 0.99, 0.75, 2.0);
    SetFont(FONT_SMALL);
    Delay(1);
    Restart;
}```
#

obviously a looping script

#

what it does is constantly write something on the hud

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the font set to big

#

hud message

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is obviously hud message

#

HudMessage(s:OPEN_XP, d:xp, s:OPEN_FSLASH, d:xp2lv[lv+1];

#

what it say is "XP, / ,and I not sure what is d:xp2lv[lv+1];

#

in other words

#

its write "XP/12093i12"

#

fadeout probably fadeout

#

font small is small

#

delay 1 tick

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restart is rinse and repeat

#

anyone know if x[y] = x*y ?

#
{
    if(xp >= xp2lv[lv+1])
    {
        xp = 0; // reset xp counter
        lv++; // increase level by 1
        ACS_Execute(SCRIPT_REWARD, 0, 0, 0, 0);
    }
}```
#

obviously when a monster die

#

it will execute script_reward

#
{
    switch(lv)
    {
        case 2: // 25 HP
            hp += 25;
            gained = REWARD_2;
        break;
        case 3: // 25 HP + Some bullets
            hp += 25;
            gained = REWARD_3;
            GiveInventory(CLASS_CLIP, 100);
        break;
        case 4: // Shotgun
            gained = CLASS_SHOTGUN;
            GiveInventory(CLASS_SHOTGUN, 1);
        break;
        case 5: // 100 Armor
            gained = REWARD_5;
            ar += 100;
        break;
        case 6: // 50 Armor
            gained = REWARD_6;
            ar += 50;
        break;
        case 7: // 25 HP + 50 Armor
            gained = REWARD_7;
            ar += 50;
            hp += 50;
        break;
        case 8: // Backpack
            gained = CLASS_BACKPACK;
            GiveInventory(CLASS_BACKPACK, 1);
        break;
        case 9: // Chaingun
            gained = CLASS_CHAINGUN;
            GiveInventory(CLASS_CHAINGUN, 1);
        break;
        case 10: // 50 HP + 50 Armor + Plasma rifle
            gained = REWARD_10;
            ar += 50;
            hp += 50;
            GiveInventory(CLASS_PLASMARIFLE, 1);
        break;
    }
    SetFont(FONT_BIG);
    Print(s:STR_REACHED, d:lv);
    SetFont(FONT_SMALL);
    HudMessage(s:STR_GAINED, s:gained; HUDMSG_FADEOUT, 0, CR_GOLD, 0.50, 0.55, 3.0);
    // [Doomguy0505]: This won't work, and I can't find a
    // workarond because there is no PROP_HEALTH
    SetActorProperty(PlayerNumber(), APROP_HEALTH, hp);
    TakeInventory(CLASS_BLUEARMOR, 999); // take all armor
    GiveInventory(CLASS_ARMORBONUS, ar); // give max armor
    Delay(1);
    gained = "";
}```
#

depend on which case/lvl you gained

#

you will get that reward

#

some text got written

#

setactorproperty will set a new set of hp for the player

#

take armor and give armor

vocal crypt
#

Well apparently the scripts don't work.

trim falcon
#

probably outdated

#

let me test in real environment

vocal crypt
#

"real environment"

#

so my environment is fake?

#

I'm living in some Matrix shit?

trim falcon
#

I mean in gzdoombuilder

vocal crypt
#

well?

#

not trying to be impatient

trim falcon
#

wait

#

you need to use in a map

#

or make the script global

#

oh wait

#

yep its not working

#

its was working in eons ago

vocal crypt
#

eons?

trim falcon
#

in the past

vocal crypt
#

oh

#

hmmm

#

perhaps I should just skip out on the level system then.

#

That, or adjust the weapons damage so it's not biased/unbalanced

trim falcon
#

well you know why its not work

#

you need to put ACS_Execute(scriptnum,0,0,0,0)

#

in your death state

vocal crypt
#

death state?

#

Um what.

trim falcon
#

wait

vocal crypt
#

I'm thinking of the player's death state

trim falcon
#
    TROO I 8
    TROO J 8 A_Scream
    TROO K 6
    TROO L 6 A_NoBlocking
    TROO M -1 ACS_Execute(scriptnum,0,0,0,0)
    Stop```
#

the scriptnum is the number of the script

vocal crypt
#

is the TROO just an example name for teh thing?

trim falcon
#

yep example

#

you can apply to anything

#

to test the script

#

you can try puke

vocal crypt
#

in the c onsole?

trim falcon
#

puke <scriptnum>

vocal crypt
#

*console?

trim falcon
#

yep

#

example

#

puke 207 for exp from stealth baron

vocal crypt
#

hmmm

#

what about the part of gaining XP from an enemy?

#

or rather the code?

#

Might try to edit it for player deaths or something

trim falcon
#
{
    xp += ZOMBIE_XP;
    HudMessage(s:STR_GAINED, d:ZOMBIE_XP, s:STR_XP; KILL_TYPE, 0, KILL_COLOUR, KILL_X, KILL_Y, KILL_TIME);
    ACS_Execute(SCRIPT_XP, 0, 0, 0);
}```
#

this is zombieman script

#

we have define it as number 201

vocal crypt
#

what is the d: in the hudmessage?

trim falcon
#

d: is decimal

#

or in other word numbers

vocal crypt
#

whats your say Gut since you're typing.

unreal oyster
#

wut, why #define numbers as constants when you could just use strings for your scripts

trim falcon
#

zombie_xp have been define as 2

#

old unorthodox rpg script

vocal crypt
#

hmm

unreal oyster
#

ugh

#

ok

vocal crypt
#

well now I got 3 options IMO

#
  1. Skip out on leveling system entirely
unreal oyster
#

i haven't really been following, what are you trying to do?

vocal crypt
#
  1. Try to make a new script that's orthodox for Zandronu-
#

Making a level system so people don't duke AK47s in round 1

#

or rather grenade launchers

#

but then again

#

currency system might make that useless

#

even then, I sitll think the guns in my mod are unbalanced.

trim falcon
#

you can always steal doom rpg code

vocal crypt
#

except the ACS source code isn't on the web

unreal oyster
#

i wouldn't, that code looks pretty annoying to work with

vocal crypt
#

plus, technically I've already "stolen" the weapons from Realm667

#

or

#

I'm not even sure if it is stealing or not

#

maybe it's a resource depot

#

I don't know

unreal oyster
#

realm667 is free to use stuff from (that's what it's for!) but you should credit

#

realm667 includes detailed credits

#

for all their stuff

vocal crypt
#

yeah I was thinking of credits for the help screen

#

you know

#

crediting peeps and all of that

#

TBH, I feel like this mod seems more suited for a collaberation or something

unreal oyster
#

yeah, or just put it in a txt with the mod

vocal crypt
#

but sitll

#
  1. Skip out on a leveling system entirely
#
  1. make a new level script that's orthodox for Zandronum anyway
#
  1. Balance the guns so having an AK47 at round 1 isn't OP and unbalanced
unreal oyster
#

i mean, this is a counter strike mod, so why not just do a currency system

vocal crypt
#

true

#

but the currency part I'm stuck at

#

should it be a dropable from the classes?

#

Should it be just something you get each round?

unreal oyster
#

depends how much you wanna stick to cs

#

tbh

vocal crypt
#

Hmmm

#

Usually I prefer 90% "accuracy" sticking to the source

#

buuut

#

with Doom engine's limitations even with ZDoom "innovation"

#

I doubt a currency system without the dropping thing is possible

unreal oyster
#

wut

vocal crypt
#

hell, Doom RPG has credits that drop when a monster is shot

unreal oyster
#

yes it is

vocal crypt
#

er

trim falcon
#

Its possible but you need to code yourself

#

you can give credits directly to player

unreal oyster
#

you can give credits based on stats at the end of a round

#

frags, bomb planted, etc

#

shit like that

vocal crypt
#

oh crap I forgot the bomb planting thing

#

though it is based on the TeamLMS gamemode thing.

#

so

trim falcon
#

you should try play AOW on zandronum server

vocal crypt
#

AOW?

trim falcon
#

all out war

unreal oyster
#

i mean, for planting the bomb, you pretty much need a map designed for it

trim falcon
#

its have planting the bomb

#

but in this case

#

its ion or nuke

vocal crypt
#

seems moer like digging with SLADE

#

unless that's ACS

#

which case

unreal oyster
#

i mean, planting the bomb doesn't sound that hard, just create a weapon that drops the bomb as an item after holding fire down for a few seconds

shadow bone
#

you can probably code the whole "planting" thing in DECORATE, spawning the bomb object as an interactive item. Probably gonna need ACS to end the round and such though

unreal oyster
#

then the bomb would be a usable item

vocal crypt
#

and I presume holding E down for x seconds

unreal oyster
#

which the other team can USE to defuse

vocal crypt
#

then "Bomb has been defused"

unreal oyster
#

yea

vocal crypt
#

"Counter-Terrorists Win"

unreal oyster
#

then you'd wanna execute a script

#

ending the round

vocal crypt
#

But let's not get ahead of our se-

#

hmm

#

bomb planting might be easier than the currency system for now

#

even then, I think I gotta work on weapon balance

#

...which requires actual playas on a server which requires a map suitable

shadow bone
#

I would think almost any DM map would be okay for bomb-planting gameplay.

#

Ideally you'd want to make it self-contained so it could be played on any mapset

vocal crypt
#

self-contained?

shadow bone
#

The ACS and DECORATE and such being modular so the players can use any map they feel like

trim falcon
#

I want to make killin floor like mod

vocal crypt
#

so Invasion gameplay with zombies?

trim falcon
#

but what think I need to do is

vocal crypt
#

inb4 miniguns gunning down Headless Kamikazis

trim falcon
#

survival invasion like

vocal crypt
#

oh

trim falcon
#

with doom monsters

vocal crypt
#

that sounds possible

shadow bone
#

Stronghold!

trim falcon
#

Stronghold is too stressful to play

shadow bone
#

It's incredible

#

Well, yeah that's kinda the point I thought ๐Ÿ˜ƒ

trim falcon
#

I remember in skulltag/zandronum server final mission

#

Its fucking crazy

unreal oyster
#

the reason i say bomb-planting would need maps made for it is because in CS, you can't just plant the bomb anywhere

vocal crypt
#

So, right now the thing on my plate rn is a currency system, bomb planting, and a map that's suitable for such-

#

yeah, also that

unreal oyster
#

there are a few sites where you have to put it

vocal crypt
#

although, IIRC, you could in 1.6 and CS:S

unreal oyster
#

rush b

shadow bone
#

Oooo!

#

Spawn some invisible points at the beginning of the round that "wander" the map, then lock their positions and have those be the bombsites.

vocal crypt
#

why wander the map?

#

unless you mean the bomb plant anywhere

#

...which IMO seems unbalanced

#

But it's a 50/50 topic

shadow bone
#

Because you spawn them at some existing thing (like a player start) and then they move themselves around for several cycles to reach some random position.

#

this way the bombsites are always different

vocal crypt
#

and a sprite will mark such?

shadow bone
#

Yep

vocal crypt
#

Because if the bombsite is on a crate

shadow bone
#

Like a big A or something

vocal crypt
#

we're gonna have probs

unreal oyster
#

not really

shadow bone
#

That's why you make them playersized with the same step-up height

unreal oyster
#

just lock it to the floor

#

yea

shadow bone
#

So they only reach places the player can

vocal crypt
#

but how do we lock the player inplace for like 6 seconds?

shadow bone
#

NOOOO

vocal crypt
#

a warm-up round then?

shadow bone
#

You can have it A_Wander instantaneously.

vocal crypt
#

what's the A_whatever for locking it in place when x seconds have passed?

shadow bone
#

Look at the Caco example on this page:

#

TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander

unreal oyster
#

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

vocal crypt
#

XD

#

anyway

trim falcon
#

why so many A

#

also 0

shadow bone
#

Because A_Wander is like A_Chase

vocal crypt
#

but?

shadow bone
#

This makes the "movement" instant

vocal crypt
#

oh

shadow bone
#

So it "wanders" but does it instantly

vocal crypt
#

also, is it possible for a "monster" to have only one spr-

#

oh wait

#

I think so

#

Terry monsters anyone

#

I'm joking I'm joking

shadow bone
#

No plz

trim falcon
#

somemong

unreal oyster
#

you could probably use an anonymous function now rather than AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

trim falcon
#

I love carn

unreal oyster
#

just put A_Wander in a for loop

shadow bone
#

Right, but I assume this is DECORATE

vocal crypt
#

yeah, I was using that

unreal oyster
#

oh wait, this is targeting zand

trim falcon
#

urgghh zscript

unreal oyster
#

anonymous functions are not zscript

#

they are DECORATE

#

and ZScript

shadow bone
#

But I don't thin Zand has them

#

...maybe?

unreal oyster
#

yeah i realised that

vocal crypt
#

Zand is like 4 years behind ZDoom

#

maybe until 3.0 releases

trim falcon
#

you can in zand 4.0

unreal oyster
#

yeah you probably would need the AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA stuff then lol

vocal crypt
#

you mean 3.0 Erron?

trim falcon
#

but you need to compile your own

#

ZANDRONUM 4.)

#

4.)

#

4.0

unreal oyster
#

the way i was thinking of doing it would be far more dumb, i was thinking just throw the actor off in some random direction at a ridiculous velocity and allow it to bounce on walls until it stopped, lol

vocal crypt
#

so like the grenade from the Grenade Launcher in Skulltag

#

on steroids

shadow bone
#

Yeah, not necessary

trim falcon
#

I don't understand

#

why zandronum source code size is so big

vocal crypt
#

because it uses ZDoom's code

#

...albiet a outdated coder

#

*code

trim falcon
#

Zdoom code is small

vocal crypt
#

but it's meant for multiplay-

#

maybe the multiplayer part makes it big

shadow bone
#

Source is always bigger than compiled

vocal crypt
#

Well now I'm stuck on either getting to work on the bomb planting system, the currency system, or balancing weapons.

shadow bone
#

Just pick one

#

Maybe bomb planting

vocal crypt
#

fuck it, bomb planting it is.

shadow bone
#

Since you can't balance without players

vocal crypt
#

Now.

#

It would be a actor, no?

#

if we were to go with your idea of a "monster" wandering around when we start the game up?

unreal oyster
#

yeah

vocal crypt
#

So it would be a "Misc" folder in the actors folder?

#

(I'm using a .PK3)

unreal oyster
#

is a_radiusgive a thing in zandro?

#

because what you could do is once the actor passes the AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA state it would give all players in radius an inventory item

shadow bone
#

I suppose the source file can be anywhere you want, as long as you #include it in the DECORATE file

unreal oyster
#

bomb weapon checks for inventory item,

#

if it finds the item it jumps to the Dropping state or whatever

vocal crypt
#

you mean the wandering bombplants?

unreal oyster
#

yeah

vocal crypt
#

areas?

#

hm

unreal oyster
#

they would settle down after the initial wander

#

it's nowhere near as balanced a system as custom-made maps specifically for the mod, but what can you do

vocal crypt
#

tell them to go die like SrgtMarkIV?

#

I am kidding of course.

#

but I need to make a sprite for this actor

#

well, perhaps two actors

#

A and B.

#

maybe in BIGFONT...font?

unreal oyster
#

for the wandering actors?

vocal crypt
#

yeah

unreal oyster
#

you wouldn't really need a sprite for them, apart from an indicator arrow

#

probably with +FLOATBOB

#

normal CS puts the bomb site indicator as a spray on the ground, but you won't have +FLATSPRITE

#

since it's zand

shadow bone
#

It's incredible

#

The monsters have a weight and presence I didn't know was missing.

vocal crypt
#

so a indicator arrow would be said sprite?

#

which is ++floatbob?

unreal oyster
#

well yeah i'd say it would just need to be an arrow floating in the air that bobs up and down

#

so yea

vocal crypt
#

What would the actors name be

#

BombPlantSite

#

?

shadow bone
#

Whatever you want it to be, I suppose

#

It's your code

vocal crypt
#

so the first line of command would be A_Wander +floatbob?

#

er

shadow bone
#

How much experience do you have with DECORATE?

vocal crypt
#

I honestly don't know

#

I created classes

#

with sprites ripped from Skulltag.

#

(tho it was Strife and Doom64 guy sprites)

shadow bone
#

What do you mean by "created classes"? Can you show me a code snippet?

#

Or something?

#

Because I'm thinking this might be a little more complex than you're anticipating

unreal oyster
#

@shadow bone that shadows thing is pretty cool, effect doesn't work too great with mouselook though :/

#

it billboards and it's quite noticeable when looking down

vocal crypt
#

Well not really "created classes" but modified it from Zdoom wiki

#

so maybe?

#

IDK my experience level with decorate

#

{
Speed 0.7
  Health 100
  Radius 16
  Height 56
  Mass 100
  PainChance 255
  Player.DisplayName "Terrorist"
  Player.CrouchSprite "D64G"
  Player.StartItem "Glock18"
  Player.StartItem "Fist"
  Player.StartItem "Clip", 50
  Player.WeaponSlot 1, Fist, Knife, Ghettoblaster
  Player.WeaponSlot 2, Glock18,MicroUzi, DoubleUzi
  Player.WeaponSlot 3, PumpActionShotgun, SuperShotgun
  Player.WeaponSlot 4, M16
  Player.WeaponSlot 5, HandGrenade
  Player.WeaponSlot 6, M40Rifle
  Player.WeaponSlot 7, BFG9000
  Player.ColorRange 112, 127
  Player.ColorSet 0, "Green",         0x70, 0x7F,  0x72
  Player.ColorSet 1, "Gray",          0x60, 0x6F,  0x62 // Called "Indigo" originally so as to have a unique initial
  Player.ColorSet 2, "Brown",         0x40, 0x4F,  0x42
  Player.ColorSet 3, "Red",           0x20, 0x2F,  0x22
  // Doom Legacy additions
  Player.ColorSet 4, "Light Gray",    0x58, 0x67,  0x5A
  Player.ColorSet 5, "Light Brown",   0x38, 0x47,  0x3A
  Player.ColorSet 6, "Light Red",     0xB0, 0xBF,  0xB2
  Player.ColorSet 7, "Light Blue",    0xC0, 0xCF,  0xC2

  
  States
  {
  Spawn:
    D64G A -1
    Loop
  See:
    D64G ABCD 4 
    Loop
  Missile:
    D64G E 2
    Goto Spawn
  Melee:
    D64G F 6 BRIGHT
    Goto Missile
  Pain:
    D64G G 4 
    D64G G 4 A_Pain
    Goto Spawn
  Death:
    D64G H 0 A_PlayerSkinCheck("AltSkinDeath")
  Death1:
    D64G H 10
    D64G I 10 A_PlayerScream
    D64G J 10 A_NoBlocking
    D64G KLM 10
    D64G N -1
    Stop
  XDeath:
    D64G O 0 A_PlayerSkinCheck("AltSkinXDeath")
  XDeath1:
    D64G O 5
    D64G P 5 A_XScream
    D64G Q 5 A_NoBlocking
    D64G RSTUV 5
    D64G W -1
    Stop
  AltSkinDeath:
    D64G H 6
    D64G I 6 A_PlayerScream
    D64G JK 6
    D64G L 6 A_NoBlocking
    D64G MNO 6
    D64G P -1
    Stop
  AltSkinXDeath:
    D64G Q 5 A_PlayerScream
    D64G R 0 A_NoBlocking
    D64G R 5 A_SkullPop
    D64G STUVWX 5
    D64G Y -1
    Stop
  }
}```
#

I know you said a snipet, but hey

shadow bone
#

So did you write that or just change some names?

vocal crypt
#

Yeah, not my best decorate work

#

er

#

I'd say my decorate experience is crap

#

unfortunate.

unreal oyster
#

honestly, dude - i don't want to sound too harsh, but since you don't know what i mean by +FLOATBOB, you might want to continue getting to grips with DECORATE before you jump in at the deep end, so to speak

shadow bone
#

Yeah... I was gonna say that

vocal crypt
#

not harsh unless you say something amongst the lines of " you suck ass dude, learn DECORATE you fucking prick nubcase."

unreal oyster
#

heh

#

FLOATBOB is an actor flag, you put +FLOATBOB or -FLOATBOB at the top level of an actor (with stuff like Speed, Radius, etc.) and it gives (or takes away) certain actor properties

#

in this case, +FLOATBOB causes the actor to bob up and down in the air

shadow bone
#

you'll also want to learn about action specials, which is what A_Wander falls under

#

Those are completely different

vocal crypt
#

So it'd be somewhere in the actors "Description"

#

before the spritework

shadow bone
#

Yes

vocal crypt
#

dsecription of a_wander says

unreal oyster
#

yes. if you ever decide to start using ZScript, these are all done in a block called Default

vocal crypt
#

Makes the actor wander around aimlessly, as used by Strife's peasants. An actor will not play active sounds, attack players, or attack any other target when calling this function, unlike A_Chase. A_Wander does nothing when the actor calling it has the STANDSTILL flag set.

#

on Zdoom WIki

unreal oyster
#

in DECORATE flags and properties are just put in the top level

vocal crypt
#

the STANDSTILL flag would be what I want when x amount of seconds have passed?

unreal oyster
#

nah

vocal crypt
#

Also, I'd probably use ZScript, but Slade 3 doesn't support it yet

unreal oyster
#

just stop it from wandering

#

well, more importantly, zandronum doesn't either

vocal crypt
#

so that's future mods

unreal oyster
#

for zandronum, yes.

vocal crypt
#

so to use +headbob it would be like

unreal oyster
#

zscript is the present for gzdoom, lol

vocal crypt
#

Actor blahblah {Speed:9000 +Headbob?

shadow bone
#

(Is it bad that I've known DECORATE like the back of my hand for so long, that I can't figure out how to explain the basic concepts to someone new to it?)

unreal oyster
#

heh

#

decorate can be weird to explain, because it's not really like anything else

#

most similar language to DECORATE i can think of is honestly Assembly

#

well, and EDF

#

although that's sort of a given

#

and ZScript

#

a given again

#

but apart from those lol

shadow bone
#

Certain things are just so ingrained for me that I expect everyone to already have a grasp on them, lol...

vocal crypt
#

I've tried working on maps, but I held off on them because they felt linear and un-doom like

#

so now I decided this mod finally

#

anyway

shadow bone
#

Something I'd recommend: don't dive into a mod of this complexity straight off.

#

Because it's gonna be hella complex.

#

First thing I'd recommend is coding your own simple monster from scratch, no copy-paste.

vocal crypt
#

what about the sprite wrok tho

shadow bone
#

Use existing sprites

#

Doesn't matter what the monster looks like

vocal crypt
#

inb4 Commando firing plasma balls like chaingun speed

shadow bone
#

That's a start

#

Just don't copy-paste from the commando

vocal crypt
#

I did screw around with a arachnotron monster from Realm667

#

from changing it's attack thing

#

from a plasma thing to mancubus fireballs

#

hell, tried getting it to spawn BoH's.

#

but they'd died after spawning

unreal oyster
#

;zdoomwiki_search "creating new monsters"

edgy grottoBOT
unreal oyster
#

;zdoomwiki_search "creating new weapons"

edgy grottoBOT
shadow bone
#

My point is that you shouldn't be modifying something existing

unreal oyster
#

follow guides like these, they are provided by the wiki to help

#

although tbh that monster once doesn't really help much

shadow bone
#

Start by typing

    Actor MyNewActor
    {
    }
vocal crypt
#
{
Health 325
Speed 50
#

so far

#

yeah OP

#

for now

shadow bone
#

and figure out what you need to make it a monster

#

Then start adding states

unreal oyster
#

hint: you'll likely want the Monster property, lol

shadow bone
unreal oyster
#

you can technically add all the stuff that Monster adds manually and have finer control, but let's not get into that

vocal crypt
#

what's the sounds the Zombieguy/Shotgunguy/Commando all share?

#

also so far

#
{
Health 325
Speed 50
GibHealth -1
WoundHealth 6
ReactionTime 8
PainThreshold 0
Radius 20
Height 16
Gravity 1.0```
#

er

#

I'm thinking that's copy+pasting

shadow bone
#

You don't really need all that stuff.

#

Ignore it.

#

Make a very simple monster which follows you around.

#

The magic is in the States section.

#

just put "Monster" in the properties area, then move on to States.

#

"Monster" is a flag combo

#

Sets the basic flags needed for AI.

#

For states, start with "Spawn" and "see".

#

That should be enough

#

Maybe "Death" as well

#

The point is, look at every line you add and think "What does this do? Why am I adding this?"

trim falcon
#

imma copy and paste existence monster in zdoom wiki

shadow bone
#

๐Ÿคฆ

trim falcon
#

yes I know you not suppose to do that

vocal crypt
#

so actor CommandoPlasmo { Monster?

#

are they seperated by {'s?

shadow bone
#

Yes

#

So

    Actor Actorname
    {
        Monster //This is a "flag combo" keyword
        States //actual actor logic goes here
        {
        }
    }
vocal crypt
#

um, wouldn't the second { be useless?

#

unless that's where the states go

shadow bone
#

No, because you have one bracket set to open and close the actor (the first/last) and the inner set will contain the states

#

So your actual states go inside the inner brackets

#

You can take a look at the monster code you posted before to see how this looks

vocal crypt
#

so actor CommandoPlasmo { Monster {

#

with the close bracket things of course

#

also, would a simple monster following you around just use the A_Chase thing?

shadow bone
#

Near the bottom is an example of a zombieman's states

vocal crypt
#

... what's the commando's sprite name.

shadow bone
#

I can't remember. Just use the zombieman, POSS

vocal crypt
#

k

#
{
Monster
{
Spawn:
POSS AB 10 A_Look
loop
See:
POSS AABBCCDD 4 A_Chase
loop
Pain:
POSS G 3
POSS G 3 A_Pain
goto See
Death: POSS H 5
POSS I 5 A_Scream
POSS J 5 A_Fall
POSS K 5
POSS L -1
stop
XDeath:
POSS M 5
POSS N 5 A_XSCream
POSS O 5 A_Fall
POSS PQRST 5
POSS U -1
stop
Raise:
POSS KJIH 5
goto See
}
}```
#

It feels like I just copy and pasted it only via typing it.

shadow bone
#

do you understand what any of those things do?

vocal crypt
#

the pain thing is when you shoot it

#

See is when it sees you and chases you to kill you.

#

Spawn is basically looking for you.

#

Death is the dude's death.

#

XDeath I presume is gibbed death

#

I don't understand the raise part tho.

#

the numbers are the ticks or frames for each "sprite"

shadow bone
#

Raise is when an Archvile resurrects it

#

I suppose when I said "don't copy paste" I meant "look at the semantics of what this is doing but don't necessarily use it exactly"

#

Let's simplify:

vocal crypt
#

did you want me to tell you what the A_ states meant?

#

or is that just too obvious in the name

#

ex. A_Chase

shadow bone
#

Here:

#
Actor NewActor
{
    Health 10
    Monster
    States
    {
    Spawn:
        POSS A 10 A_Look
        Loop
    See:
        POSS A 10 A_Chase
        Loop
    Death:
        POSS L -1
        Stop
    }
}
#

Put that in your DECORATE and run the mod

#

You can press "tilde" ( ~ ) to open the console and type summon NewActor

vocal crypt
#

the summon thing I know

shadow bone
#

Okay. Let me know if that monster works

#

I did it from pure memory

vocal crypt
#

No

#

it does spawn

#

but it's dormatn

#

*dormant

#

and you can step on it

#

And shooting it does jack shit

#

wait

#

it does

#

but the sprites aren't showing

shadow bone
#

That's because I left out any animation frames

vocal crypt
#

it doesn't move either.

shadow bone
#

We propbably need a speed property then

#

Try adding one and see if it moves around

#

Speed 8 or 4 should be enough

vocal crypt
#

adding a speed does make it move

shadow bone
#

Cool, we're getting somewhere then ๐Ÿ˜ƒ

#

It's probably kinda herky jerky though, right?

vocal crypt
#

lack of sprite animation

#

or frames

shadow bone
#

Partially. Also: look at the see state: We're only calling A_Chase once every 10 tics

#

A tic is 1/35 of a second, so he's only "chasing" (making an AI decision) about every 1/3 of a second.

#

Try making it so A_chase is called more often

vocal crypt
#

so lets say POSS A nothing else ```POSS A 10 A_Chase```` then loop?

#

after the first POSS A A_Chase of course

shadow bone
#

Not quite. Change the duration (tics) to something like 2 or 3

vocal crypt
#

For the second A_Chase?

#

wait

shadow bone
#

you don't need a second A_chase ๐Ÿ˜‰

vocal crypt
#

oh

shadow bone
#

It loops, remember?

vocal crypt
#

so the reduced number of tics makes the AI decide faster?

shadow bone
#

it makes that frame last shorter.

#

And the action special at the end of that line is what is performed on that frame.

vocal crypt
#

christ it makes it go faster

shadow bone
#

Yup.

vocal crypt
#

if it goes to 1 it'd be terry tier speed

shadow bone
#

You'll need to reduce the Speed property to compensate

vocal crypt
#

speed of 4?

shadow bone
#

Perhaps. Or even 3.

#

the stock zombieman has a Speed of 8 and it calls A_Chase every 4 tics

vocal crypt
#

now it moves at I guess a zombieguy's pace

#

oh

#

well it has 6 frames and moves now

#

wait

#

well not 6 frames

#

but

shadow bone
#

The Speed property is how many mapunits (distance) it moves per A_Chase "step"

vocal crypt
#

so now it moves and dies

shadow bone
#

did you take out the "loop" keyword?

vocal crypt
#

in the see part? no...

shadow bone
#

Okay, whats your code?

vocal crypt
#
{
    Health 10
    Speed 4
    Monster
    States
    {
    Spawn:
        POSS A 10 A_Look
        Loop
    See:
        POSS A 2 A_Chase
    Death:
        POSS L -1
        Stop
    }
}```
#

I did have it in see

#

but I removed it

shadow bone
#

Yep, that's the problem

#

It "falls through" to the Death state

vocal crypt
#

It needs A_Fall?

shadow bone
#

No

vocal crypt
#

oh

#

number of tics

shadow bone
#

The state logic is like a program

#

So when it sees you with A_Look, it goes to See

#

But since there's no Loop instruction at the end of See, it continues to Death

vocal crypt
#

I think you didn't get it

#

I meant it dies when shot at

#

you know

#

er

shadow bone
#

He only has 10 health, so that's less than a zombie

vocal crypt
#

so 1 pistol = death

#

bullet wise.

shadow bone
#

Pistol does a random damage calculation, ranging from about 5-15 damage I think

#

Most weapons do

vocal crypt
#

Also, the height seems to be smal

#

*small

#

since I have to kind aim around his crotch

shadow bone
#

Yeah, he doesn't have a height property.

#

You can add that if you like

vocal crypt
#

what's the Zombo's height

shadow bone
#

Standard "person height" is about 56

vocal crypt
#

just so I don't shoot through his torso literally

shadow bone
#

the height is in mapunits, by the way

vocal crypt
#

So a zombo is 56 as well?

shadow bone
#

Yep

vocal crypt
#

well now it chases you and dies when you shoot it with enough bullets

#

so

#

now what.

#

we get it to have death frames?

shadow bone
#

Can do that.

#

The POSS part is the spritename, and the A is the frame of the sprite to use

vocal crypt
#

That I got from seeing actor states

#

and the number being numb of tics

shadow bone
#

So for death, the zombieman's sprites are H I J K L

vocal crypt
#

sprite L has the tic number of -1

shadow bone
#

Frames I mean

vocal crypt
#

frames

#

I know

shadow bone
#

The -1 duration is special for death, means "stay on this frame"

royal wave
#

you guys played Dead.Air yet?

vocal crypt
#

no

#

also, that explains the mess they leave behind

royal wave
#

you should check it out, it kicks ass

vocal crypt
#

when shot dead

shadow bone
#

We're learning right now ๐Ÿ˜‰

haughty flower
#

i just seen a video on dead.air

shadow bone
#

So, show me your Death state

haughty flower
#

idk if i want to play it now

vocal crypt
#

I haven't done jack to it so it's still

#
        POSS L -1
        Stop
    }```
haughty flower
#

oh boy

#

coding

vocal crypt
#

Does the frames go from L to H?

#

unless that's the raise part

shadow bone
#

H to L

haughty flower
#

i should hang out here more often

trim falcon
#

you should too scaryred24

shadow bone
#

So add one line for each POSS [frame] you want

#

in sequence

vocal crypt
#

H I J K L?

shadow bone
#

Yep

vocal crypt
#
        POSS H 3
        POSS I 3
        POSS J 3
        POSS K 3
        POSS L 3
        Stop```
trim falcon
#

btw 1 and 10 also can or not ?

#

Like POSS 1

shadow bone
#

Looks good, try it!