I'm taking my first foray into DECORATE (yes, I know I should be using ZSCRIPT, but baby steps...) and I want to subclass an existing monster (BoH) and alter its attack. As far as I can tell so far, the way to do this is as described here and then overriding those properties and behaviours you want to.
Essentially for my first test, I want the default baron, but alter its attack to be the flamethrower defined for the flamerzombie.
So I came up with this (so far), but the monster does not render, though I get a console message saying that the FlamerBaron has no frames - so the engine sees that there *should* be a monster there called a FlamerBaron...
It was my understanding that all the sprite frames should be inherited from the superclass?
Spoiler
/*
First attempt at DECORATE hacking!
A baron that uses flamethrower instead of fireballs...
*/
actor FlamerBaron:BaronOfHell31004{MeleeRange384
states
{Spawn:
FBRN AB 10 A_Look
loop
Melee:
FBRN E 10 A_FaceTarget
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN E 10 A_FaceTarget
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN E 10 A_FaceTarget
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN E 10 A_FaceTarget
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)
FBRN F 1 A_CustomMissile("ZombieFire",32,0,random(-4,4),0)GotoSee}}
Question
smeghammer
I'm taking my first foray into DECORATE (yes, I know I should be using ZSCRIPT, but baby steps...) and I want to subclass an existing monster (BoH) and alter its attack. As far as I can tell so far, the way to do this is as described here and then overriding those properties and behaviours you want to.
Essentially for my first test, I want the default baron, but alter its attack to be the flamethrower defined for the flamerzombie.
So I came up with this (so far), but the monster does not render, though I get a console message saying that the FlamerBaron has no frames - so the engine sees that there *should* be a monster there called a FlamerBaron...
It was my understanding that all the sprite frames should be inherited from the superclass?
Any suggestions most welcome. ..
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