#classic-doom-maps-mods
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No, they have to be letters
Death frames show, but I forgot a -1 at the L frame.
Yup, so he disappears when he finishes dying
Now, here's something fun: you can condense that state down to make it look cleaner
loop```
Put all the frames on one POSS line
POSS HIJKL 3?
do you put -1 for the last frame to stay?
Good catch
You'll need to put the L (last frame) on its own line so you can use a different duration
done
Sweet.
though the death frames a lil quick
Yeah, the stock one is more in the 5-range for durations
Yeah, it's all 5's
Here's what it looks like:
Death:
POSS H 5
POSS I 5 A_Scream
POSS J 5 A_Fall
POSS K 5
POSS L -1
stop
What does A_Fall do?
Wiki magic! https://zdoom.org/wiki/A_NoBlocking
I presume A_Scream sounds the zombo's death sound
Exactly
so basically makes the actor non-solid when it's in its death state?
Yep
There's other functions which simply reduce the height, so you can "step on" dead monsters
Which is kinda cool
lol
I'm going to assume A_Scream would work if we had a SNDINFO for this new actor?
PArtially
A_Scream plays the sound defined in the actors properties
DeathSound
specifically
DeathSound "grunt/death" for the zombieman
Since that sound is already in ZDoom's "built-in" SNDINFO we don't need to redefine it
So what's next for our simple zombiebro?
Maybe scratch us?
you mean melee attack?
Exactly
I presume we'd need to make a new "state" named Attack:
Close, actually in this case it'd be Melee
No, we'll worry about CustomMissile later. It's not a state label, it's an action function
Zombieman's attack frames are E, and F if you want the muzzle flash
It'll look like he's shooting but whatever
but let's just use E
lol
maybe he's using his gun as a spear thing
a weak spear
but still a spear
but anyway
I presume it goes POSS E A_Whatevermeleeattack?
I forgot the tick number as well!
sarcasm or serious
Both ๐
I called it
So give it a damage of 1 (for now) and use "imp/melee" for the sound.
you don't need to include the rest of those parameters, they're all optional
the parameters in parenthesis?
Yep
Script error, "DoomStrikeZAN0.1.pk3:actors/misc/commandoplasmo" line 16:
Expected ',', got '/'.```
I think I got some shit wrong
Show me the code?
POSS E 5 A_CustomMeleeAttack (1, imp/melee)
```
Yep, that's what I thought
The "imp/melee" is a string (text) so it has to be in doublequotes
hahah ๐
Remember what I told you about states going to the next one if there's no logic instruction?
Bingo!
{
Health 10
Speed 4
Height 56
Monster
States
{
Spawn:
POSS A 10 A_Look
Loop
See:
POSS A 2 A_Chase
Loop
Melee:
POSS E 3 A_CustomMeleeAttack (1, "imp/melee")
goto see
Death:
POSS H 5
POSS I 5 A_Scream
POSS J 5 A_Fall
POSS K 5
POSS L -1
stop
}
}```
a_chase is there
Oh, we may need a melee range
Well he scratches me until I get to a certain distance
which he's dormant if not in a certain distance
I think I see the problem
hm
so Missile: Melee:?
now vwat
Still doing the same thing?
Test it
I'm thinking A_chase is having some kind of logic fart
well he's moving now
and scracthing me close
but it appears he's trying to scratch me from a distance
since he's in the frame before the frame with the gun muzzle flash
for like a few seconds
Okay, that makes sense
Because "missile" is logic for a ranged attack, but we haven't coded one
I think A_Chase is always jumping straight to attacking for some reason.
So he gets locked in a loop if you're out of range
Let me test on my end...
He's working for me
Actor NewActor
{
Health 10
Speed 4
Height 56
Monster
States
{
Spawn:
POSS A 10 A_Look
Loop
See:
POSS A 2 A_Chase
Loop
Melee:
POSS E 3 A_CustomMeleeAttack (1, "imp/melee")
goto see
Death:
POSS H 5
POSS I 5 A_Scream
POSS J 5 A_Fall
POSS K 5
POSS L -1
stop
}
}
Ah, that's probably why
The code might be slightly different
Try using https://zdoom.org/wiki/A_MeleeAttack
instead
no, he still tries to scratch me from a distance
even in GZDoom.
still tries to scratch me from a distance
wait
you removed the missile part?
Yeah, and it works
Try just copying my code, I moved a few things around and may have fixed a typo or something by accident
I guess not lol
Something to try, add a little delay to the scratch at the beginning of the melee state so he doesn't just "drain" you 1 health at a time
you mean when you invade his personal space?
Yep
I understand why he would scratch you
so something like the pinky?
with the delay part
apparently POSS G 10 is his pain frame
unless that's intended AFTER the scratch
which case, that's user error
on me
since I put it before the scratch
It is his pain frame, I just picked one
To differentiate
you could use any you wanted, really
But the zombie has pretty limited animation ๐
He added a ton of custom spritework
Yeah
so now he scratches you when you invade his personal spac e
yeah
I'm wanting him to fire a plasma ball now, but that's probably CustomMissil-
no
just Missile
I wanna make a deathmatch map now.
Missile is the statename, then you'll need to determine the action special he's going to use to fire the plasma ball
Preferably we should use a stock one because A_CustomMissile is a shitload of awkwardness
so in this case, a blue plasma ball
Internet, why you die on me? I need the wiki!
wait
A_customMissile(bfgball
you using yo phone for Discord?
No, the ZDoom wiki was just being dumb
I think you got it from the wrong game
oh wiat
most of em were from other games
but I suddenly saw doom attack functions
They can still be used even though this is Doom
except I rather have one that has sprites
So in theory you could use A ClericAttack if it does what you need.
In this case I think A_M_FirePlasma
Exactly
Missile actually
But I don't think this one will work
"This codepointer is restricted to ScriptedMarine and derived classes. "
Oh
So let's dive into custom missiles then, because no stock attacks fire the blue ball
fine
it should still work
That's a fairly recent occurance
Zand specifically probablt still supports it
anyway, I need the missiletype for the plasma ball
It's just "plasmaball"
really?
And I believe the missiletype is the only required parameter
oh
lol
jumps to a random frame
now what
Add another line of POSS E 2 A_Jump(64, "See")
in Missile?
Yep
after A_CustomMissile?
Yep
This will give a 1/4 chance to jump back to see, otherwise he keeps shooting
(I think)
it works
he'll keep shooting them until he jumps to see
how to increase the speed of said plasmaballs dough
unless that involves editing it itself
Make them fly faster?
they seem to be slower than arachnotron plasmas
this will be pretty simple but should illustrate the idea
You'll want to start a new "Actor" above your current one
Call it "Fastplasma" or something
now what
Now, here's where it gets fun
inherit from plasmaball
?
50
maximum powa
/jk
well
the maximum powa part
do I change the custom missle to "Fastplasma"?
Yep
Code?
{
Speed: 50
}```
Inheritance has been around for a long time, I'm kinda shocked if Zand doesn't have it
Yeah, but ZDoom has had inheritance since like... the 90's
1998
I think
anyway
oh shit
lol
I guess I'm used to that
No worries
it works
the plasma balls seem definitely faster than a arachnotron's one
now to increase quantity from each shiot.
*shot
or rather
in it's shoot frame
er
Let me see the full code?
{
Speed 50
}
Actor NewActor
{
Health 10
Speed 4
Height 56
Monster
States
{
Spawn:
POSS A 10 A_Look
Loop
See:
POSS A 2 A_Chase
Loop
Melee:
POSS E 3 A_CustomMeleeAttack (1, "imp/melee")
POSS G 10
goto see
Missile:
POSS E 10 A_FaceTarget
POSS F 8 A_CustomMissile ("fastplasma")
POSS E 2 A_Jump (64,"see")
loop
Death:
POSS H 5
POSS I 5 A_Scream
POSS J 5 A_Fall
POSS K 5
POSS L -1
stop
}
}```
or am I asking for something the engine is limited by?
Not sure. You want him to fire faster, yes?
Like a spreadshot, or a rapid-fire?
but he's weak health wise
When he's about to shoot you, 3 plasma balls come at you
In a straight line
si
Add two more F to the CustomMissle line
three F's
It works
now we got a weak, but still PITA Plasma boy
in otherwords, yes it was what I intended
Sweet
Notice how adding more frames on a line simply repeats the action of that line
yeah
Ah
Need to reduce tiks
*tics
he's going slower than his legs show
wait
maybe increase the tics
doubling-up. Here's what the normal zombieman's looks like
POSS AABBCCDD 4 A_Chase
So you see the same frame (double duration), but it calls A_Chase twice
If you try it both ways you should see a slight difference between POSS AABBCCDD 4 A_Chase and POSS ABCD 8 A_Chase
so 8 steps or somethin
so each A_Chase moves [speed] mapunits
And the frame duration is the time between those steps
so would that bombplant thing still be above my monster decorate experience level
ok probably yes
so we gonna make a new gun then?
I'm probably needing to go to bed soon, but let me give you some documentation
For reference, here's the full zombieman code if you want to examine it
Aw hell, just about everything on this page: https://zdoom.org/wiki/DECORATE
That's how I learned, was trial and error and lots of looking stuff up
90% of it should be applicable to Zandronum
I really wish I had the creativity to make a mod like dead.air
I have the capacity, just not the idea
Also, here's conceptually what we were talking about earlier with the bombsite thing:
actor Bombsite
{
Speed 20
States
{
Spawn:
TNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_Wander
Wait:
AROW A -1
Stop
}
}
That's an invisible sprite actually
oh
And AROW is nothing
gotta make that myself then?
Yeah.
Now keep in mind that won't do much except "wander" around the level for several frames, then just plop a visual indicator
so I want to add extrea frames for the wander to go for x seconds?
It won't wander for x seconds
wander for x frames?
see how the duraction is zero?
oh
to the player, that'll appear to be a teleporation
But internally it'll wander around the map like a lost puppy
Well, it won't be green fog.
Here
actor TeleCaco : Cacodemon
{
States {
See:
HEAD A 0 A_Jump(16,"Tele")
HEAD A 4 A_Chase
loop
Tele:
HEAD A 1 A_SetTranslucent(0.8)
HEAD A 1 A_SetTranslucent(0.6)
HEAD A 1 A_SetTranslucent(0.4)
HEAD A 1 A_SetTranslucent(0.2)
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
HEAD A 1 A_SetTranslucent(0.2)
HEAD A 1 A_SetTranslucent(0.4)
HEAD A 1 A_SetTranslucent(0.6)
HEAD A 1 A_SetTranslucent(0.8)
HEAD A 1 A_SetTranslucent(1.0)
Goto See
}
}
Try playing with that caco, you'll see what I mean
Instructions unclear; Caco bit my penis
It'll appear the caco goes invisible and instantly teleports somewhere, but in reality it's just passively "wandering" instantaneously
ok
so the wander just only allows it to move
and nothing else until it goes to see?
er
Yes
To get a better visual, change the long line to this:
HEAD AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Wander
Also change the A_Jump chance to like 128 so he does it more often
well he fades in and out
Does that help illustrate what's happening?
if not for set translucent, he'd just dissapear and reapear at another location
appearing as if he's teleporting without the green fog
Yep
The nice thing about it is that he won't go anywhere a Caco can't normally go
And he doesn't need any additional map code like teleportation spots
Or tids
Or ACS
do Teleport fogs have their own actor
I think
Depends on what you're doing, I suppose
Teleports in classic doom are a fixed spot on the map
I guess I just want the bombsite to be random each "Round"
but the round thing is above my decorate level I9 guess
*I
I'll be blunt, it's probably far above. Because moving the bombsite is small potatoes compared to the necessary logic for players to be only able to put a bomb there
That's probably even a little above my level
and I've been fidding with DECORATE for years
Anyway, continue with the simple things, please.
balancing
moving bombsites
and currency system?
no no
currency system too advanced for noiw
so
lets just create a new weapon.
Weapons are similar to monsters, same core concepts
Just inherit from "weapon" or "Doomweapon" specifically
And read the documentation!
Start with a pistol-like thing
Anyway, I've got to leave for now
But let me know what you come up with later,
ok
good luck!
Idea
Have predetermined teleport spots
Number them sequencially
Use acs to teleport the bombsite to a random teleport spot
but how will it "detect" a player trying to plant said bomb?
Actors do have a use state. Just have it run acs on that state
WeakRocket must inherit from Ammo but doesn't.```
I wanted to try and port the Commonwealth from Fallout 4 into classic Doom, but I now realize how big a project that is and how bad I am with big projects that I don't really know if I could actually be dedicated to.
Metro could be fun to import, I imagine.
that'd be a stupidly large project lol
So is porting DOOM 2016's levels into Classic Doom.
But at least I'm dedicated to porting the levels.
nah, porting the commonwealth would be far harder
it's very very large
compared to even all the doom 4 maps put together
i would think
Dunno how I'd feel about a large as hell open world with lots, and I mean lots, of things to dump in. It would be way too many details and I'd get way too bored way too quick.
it might be the GothicDM of singleplayer
also actual terrain feels fucking horrible in gzdoom
since slope physics are absolute shit
bethesda slope physics aint good either, though
it's gotta be said
lol
I think my only obstacle of trying to port DOOM 2016's levels is how to get the "hanging"-type platforms. The ones that don't touch the floor nor the ceiling, but come from the walls.
??
the ones you climb up
3d floors?
In DOOM 2016
Yeah.
yeah, what about 3d floors?
I don't think it'd be easy to try and create those in DOOMBuilder.
Is it possible with GZDoom Builder?
it's possible and quite easy with both
though i use this plugin for all my 3d floors now https://forum.zdoom.org/viewtopic.php?f=3&t=45195
well, actually, i say possible and quite easy - @warped rampart what map format are you using?
I hope it's UDMF
Just "Doom in Doom format". I'm using the standard DOOMBuilder but I wanna move on to GZDoom Builder.
oh... well... good luck with that then.
3d floors will be practically impossible without UDMF
there are tricks, but nothing robust
Also @royal wave with your teleport thing, would it possible to have wandering teleport spots for said BombSite?
insert Remove Kebab in Background music
insert serbia stronk
ey @shadow bone you on
?
didn't samsung intentionally brick the note 7s via an update anyway
so people would have to return them
return them?
more like they are out without a phone for the remainder of their contract
Oh. I don't really use my phone for Discord.
same here, but isnt that a doom mod already
Not chatting much today
Hello, is there a way to import an obj into gzdoom as an map?
May take a moment for people to respond
Work and all.
So don't think we are ignoring you, people will get to you shortly, or tomorrow, or next day, please dont leave i made cookies.
not gonna
@outer crescent You may be able to use GZDoombuilder to import the OBJ, and automatically have it converted to a Doom map. I have not used this function so I have no idea what the requirements or any pitfalls may be
Yep, that
you'll need GZDoom Builder, don't use Doom Builder 2
is it possible to use setactorproperty without it targetting the player?
how do i find its up axis?
@royal wave in ACS?
yes
Sure, if the thing you want to affect has a tid
uh, yeah
don't use the players tid
Well yes
Isn't the players tid 0?
No
Zero is generally the script activator
Oh alright
Which is coincidentally often teh player
so if it's am enter script, 0 will target all the actors?
sometimes it means "every actor with no tid"
looks liike a nice map
fuck
only one way to find out
@royal wave what exactly are you trying to do here? this sounds like an XY problem
alter every monster property on starting a map
on maps that you cannot edit, correct?
correct
it kinda seems to me this is the sort of thing you could use zscript for
Probably, with ActorIterator or something
disclaimer: i have no real experience with ZScript, and major cooke would be the person here to ask for solid answers
neither do I darn it
but you might be able to replace some internal shit to make all monsters in the game modify themselves
@drowsy forum is that a thing you could do?
I think Graf was saying no
He's playing SW2 haha
You can't inject code into actors who aren't expecting it
So you can redefine and replace DoomImp with something else, but you can't change DoomImp itself
well i mean, i was thinking of that shadows mod you posted @shadow bone which replaces some internal definitions i believe and was thinking that maybe you could do something like that
That was Nash's work, and he had to redefine every actor for that
yeah, i just looked into that
He says it'd be much easier if he could just override the base Actor class, but that hasn't been exposed and Graf seems reluctant to do so
so long story short I can't dynamically alter monster properties on a whim?
there might be a way, but i can't think of it right now
What's the usage case?
i'll give it a think over
What are you trying to do?
Flasg pretty much. Health, attack damage, speed, all that jazz
MAybe post a topic on zdoom.org about it
I'm sure it's possible to an extent but I'm blanking on specifics
and the implementation is going to vary depending on exactly how you want it to happen
http://i.imgur.com/F17yt3r.png i fixed it a tiny bit by increasing scale
I dunno what to say
oh hey
Idk.
ah, @drowsy forum i was asking for @royal wave if there was a way in ZScript to change actor properties on all monsters at the start of a map
Aside from using a thinkeriterator, I think not.
Or if you use a struct, since structs are global.
How would that work
Describe to me what you're trying to do first so I know precisely where to go from here.
I want it so whenever the player enters the level, I can alter the flags of every monter in the map. Such as health, speed, damage, damage factors, etc.
like RNG?
Something like that
I want to make a modifier that scales in difficulty with each time you enter a map
and @drowsy forum that shadows thing is pretty cool, in fact ZZYZX's ZSDuke project as a whole is pretty neat
the enemy shrinking you in this video is just great
i love that
Yeah @royal wave you want a thinkeriterator.
Alright
wouldn't shrinking make you faster?
realistically? no way
your legs would be smaller
meaning less striding distance
it's common for smaller animals to be faster, but that's because they need to run fast to avoid prey
not because they are small
also - @drowsy forum on articles like https://zdoom.org/wiki/ThinkerIterator there is this message:
Note: This feature is for ZScript only.
ZScript on ZDoom is still considered prototype and is not recommended for basing mods upon.
ZScript on GZDoom 2.3.0 on out supports ZScript officially and can be used freely.
since ZDoom is now dead and won't be updated, it might be worth changing this message?
saying "ZScript on ZDoom is still considered prototype and is not recommended for basing mods upon." implies that one day it will not be considered prototype
at least imo
No.
why not GZDoom
ah jeez
finally decided to start learning zscript
i can already see how powerful this is
don't forget to teach me how
created an imp replacement which simply calls it's Tick() function every 5 times rather than every once
meaning it does everything 5 times slower
it's so simple to do but the results are quite powerful for zdoom
plus it's funny as all hell
I can imagine the imp's fireball being so fucking slow
nah
i'm not replacing the fireball
i totally could
but i just haven't yet
oh god
i'll make the imp fireball ridiculously fast
so it's a normal Imp but with Dark Imp fireball speed?
also, recoloring sprites for a monster is a PITA
oh my god
i just made it so that the imps call their Tick() function only 1 in 7 ticks
this is great
they kind of trip around
Send download
@drowsy forum with zscript, can i turn collision off and on between two actors?
i know i can do whatever.bSolid = TRUE/FALSE - is there an equivalent of this for only one actor?
specifically i need my actor not to collide with the player
Yes.
You use CanCollideWith virtual.
@unreal oyster
Don't bother changing solid flag.
ah, i was looking at that but couldn't really get my head round it
It's easy.
i was just confused on what the passive arg does
If one actor or another returns false with the function, they pass through.
I thought it was made clear.
Passive is the one that is NOT trying to move into the same position.
Like, pretend you have a solid obstacle. It doesn't move whatsoever. You want a zombieman that goes through that obstacle? The zombieman is NOT passive.
So the zombieman can return false and go through it. Got it?
oh ok, i get it
so to change collision between two actors on the fly, how exactly would i do that?
Return false.
Note that both parties need to return true if they are to collide and block one another. If anyone returns false, they will pass through one another. My example should make that clear.
My example on the wiki anyway.
That's taken from my Twilight Sparkle giantess. She can step over enemies that are small enough.
ah, got it
You're a brony?
if i have to port Jimmy's DECORATE to zscript to get this working i swear i'm going to [REDACTED]
also you're a brony Major?
I said no.
yeah i know, i'm exaggerating ๐
I thought you said no to Gut's stuff
i've done DECORATE -> ZScript porting before
Just because I like ponies doesn't make me a brony.
it's just add a few semicolons in and a default block, lol
Hey, I don't have a problem with bronies
bar some changes like A_ChangeFlag
I'm not one.
well that "just because I like ponies" sounded like you were trying to hide it.
or deny it
I have a problem with bronies more often than not.
Unless I go around wearing pony merch or have action figures or something physical, I don't consider myself one. And I don't.
And this sure as hell doesnt make me one either.
Also, if you made that giantess monster
what did you use to make the sprites?'
Photoshop seems to be a PITA even for recoloring monster sprites
I am a 3D artist who occasionally makes pony stuff and uploads it here. As well, I occasionally stream my work, which I have set up on Twitch: www.twitch.tv/creatorofpony My first (and in retrospec...
These models.
twilight looks like a model there
the garry mod looks creepy to me
They're hideous.
Yeah. I hate the gmod ones myself. I hired someone to convert the CoP models into a new base to ditch the old ones.
CreatorOfPony.
oh
@vocal crypt pretty sure zdoom has Translations for recoloring actors
so you don't have to do it all manually
That must be used for ColorfuL hell then
idk
and the fucking Hell Knight
maybe, maybe not
mother fucker punches ATM
I say this because I did have plans for a Pac-Man ish Doom
someone already did it
how did they "did" it
Because mine was doom themed
well
Honestly IDK
anyway
how does a translation work
the wiki explains it
yes, but it seems it needs translation
Hey gut, the imps don't do anything different, am I doing something wrong?
potentially, your (G)ZDoom may be outdated
hmm
but how does Translation "original_start:original_end=destination_start:destination_end" even work
Original start, what is htat
imps gotta go fest
I like imps
wanna do impse things to them
uh....
No Impse please. It's even in the rules.
some basic monster tier crap
Normal - Normal monster
Speed - Faster at the cost of less damage
Brute - more damage at the cost of speed
Kamikazi - Suicide monster
Badass - Fast and Powerful
also, Cali, you asked me if I created some weird pistol thing?
Did you ever manage?
I created a pistol that shoots fast but terrible damage plasma balls
and if you press secondary fire, it fires two shotgun shells
Nice
You're taken your first steps into a larger world
</obiwan>
Remember, a modder can feel the code flowing through him!
haven't seen Star Wars in a while
also, is transition color thing something too advanced for me for now?
Probably not, but I don't know much about transitions. I believe you have to understand the Doom pallete
You define the starting and ending index color for the range you want to replace, and the starting and ending index color of the range you want to replace it
I think
Translation "original_start:original_end=destination_start:destination_end"
This is what ZDoom wiki says
So I think original start and end is the range of colors you want to remap (like indexes 5-10) and destination start/end are the range of colors which will replace the original (like 15-20)
So something like
Translation
"5:10=15:20"
well since we're testing it, how about we use our NewActor
Sure, go for it
btw, I've tried to replace the zombieman sprites with the commando's
nearly perfect
except the death frame
it seems to stay second to last death frame
would it go inside the brackets?
The translation?
yeah
I think it goes with the rest of the properties like health and speed
Honestly I'm not mentally in the mood to go check, lol
It makes the commando sprites somewhat pink
Look up the doom pallet, it should be on the Wiki I think
You'll have to find the right color indexes
Basically which "number" the color is
Say you want to replace all the reds, you need to fine the starting and ending point of the reds
Then you find the starting and ending points of the desired color range, like blue.
That's the second pair
which is on ZDoom wiki or is that google work
So the commando's original colors may lie somewhere in the 176:191 range, since that's red to dark red
It may take some trial and error
since the commando may also use other colors, so you may need more than one translation pair
it made his mouth and eyes blue
the 176:191
so
I guess I go up with 176 and down with 191?
could try that.
Depends on which colors he originally uses, which I'm not sure how to find
So it will take some guesswork based on just looking at the palette and his sprite
is the 176:191 just the different "Shades" of the palette the original commando uses?
two different shades
No, that's the range of pure red shades in the palette.
So pure red starts at index 176, and fades to dark red over several indexes until it reaches 191.
The commando has some pixels which match those colors, like his eyes as you noticed.
his armor may use a different set of colors
@drowsy forum one last thing (i think, lol) - ZDoom mentions A_CustomMissile is deprecated, what is its replacement?
A_SpawnProjectile I think
So that may be anywhere in the 16-47 range
maybe
Anyone in here know of an easy way to find sprite color indexes?
Just add another line I believe
Like I said I don't really know, haven't ever done it before
well your new line thing doesn't work apparently
Ah, check the examples
Translation "112:127=208:223", "192:207=16:31"
"This line changes the green color range to the orange color range and the blue color range to the pink color range when the Doom PLAYPAL is in use. "
also, you were right
his armor was 16-47 range
needs a darker shade of blue tho
a comma
So to map a darker blue, try changing your target range to maybe 200:207
Just guessing
apparently it ain't changing shit
ยฏ_(ใ)_/ยฏ
You know as much as I do at this point, lol
Maybe someone else can jump in who knows more about translations
Until then just keep playing with it and referring back to the documentation I suppose
got it to a near shade of blue I liked.
anyway
now
he's mute
but
we need to change that
Look on the actor properties page in the "sound" category. Should be things like SeeSound, Painsound, etc
The default SNDINFO should also be linked on the wiki, which has the "logical names" for all the sounds in the game
Look under SNDINFO > Predefined Sounds (at the bottom)
at the bottom?
The link to the predefined sound files is at the bottom of the SNDINFO wiki page
to clarify
oh
what about the pain thing
also, hes not mute
but I noticed the zombies got three different sight and death sounds
is that some randomizer
For example, if you have a Pain state, the painsound won't be played unless you put A_Scream on one of your frames
I got the dude unmuted now
he's a BruteChainGunGuy
Brute because I'm in the mood of some monster teir action
...for some reason
did you mte me ?
no no
I meant teh monster
but yeah
anyone know how to check a monster's original palette colors?
ex. ChainGunGuy
I believe I have made a chaingunguy that has somewhat of a new unique identity
it shoots 3 plasma balls, slower speed, but does more damage and has more health
Brute Tier (fuck y'all I'm calling it that)
ey @shadow bone you jottin this down or somethin
Not particularly, sorry
I'm glad you're working on it though ๐
and it's blue
I'll be interested to see the final code when you've got him all done
I don't wnat to add too much health
or he'll be a Cyberdemon minisized and underpowered
might add new sounds
maybe the PSX zombie sounds
@shadow bone how does damage work
is it x number times whatever?
Cali? CALIIIIII
insert MGS gameover
buuut
buuut
(as in what's the catch)
@shadow bone here's my code so far
{
Health 150
Speed 5
Height 56
PainChance 140
Translation
"31:47=240:243", "176:191=204:207"
Monster
ActiveSound "grunt/active"
DeathSound "grunt/death1"
SeeSound "grunt/sight1"
PainSound "grunt/pain"
States
{
Spawn:
CPOS A 10 A_Look
Loop
See:
CPOS AABBCCDD 7 A_Chase
Loop
Melee:
CPOS E 3 A_CustomMeleeAttack (1, "imp/melee")
CPOS G 10
goto see
Pain:
CPOS G 3
CPOS G 3 A_Pain
goto see
Missile:
CPOS E 10 A_FaceTarget
CPOS FFF 4 A_CustomMissile ("fastplasma")
CPOS E 2 A_Jump (64,"see")
loop
Death:
CPOS H 5
CPOS I 5 A_Scream
CPOS J 5 A_Fall
CPOS KLM 5
CPOS N -1
CPOS O -1
stop
}
}```
it's suppose to be blue
yeah
(In order) Brute, Speed, and normal Chain Gun Guy
need to have a different shade of blue to have details like the normal one
you could manually alter the sprites
That way you don't need to change the color in decorate
nom nom
so change it to blood
cyan is transparent
not going for cyan
no its not
no