rabidrage Posted June 30, 2021 I've used this guy before. But trying to copy him out of the wad he's originally featured in seems to be causing trouble. Why is Slayer invisible and not moving? actor Hologram : Inventory { Inventory.Amount 1 Inventory.MaxAmount 1 } ACTOR Runner { Game Doom SpawnID 8 Health 300 PainChance 100 Speed 12 FastSpeed 14 Radius 20 Height 56 Mass 400 Monster MaxStepHeight 400 MaxDropoffHeight 400 +FLOORCLIP +NOBLOODDECALS +RELATIVETOFLOOR +AMBUSH +MOVEWITHSECTOR +DONTHURTSPECIES +LOOKALLAROUND +FIXMAPTHINGPOS +CANUSEWALLS +CANPUSHWALLS +ACTIVATEIMPACT +QUICKTORETALIATE +SLIDESONWALLS +ISMONSTER +SHOOTABLE +SOLID +COUNTKILL +ACTIVATEMCROSS +CANPASS SeeSound "Aliensit" AttackSound "claw" PainSound "alienpai" DeathSound "aliendth" ActiveSound "alienact" Obituary "%o was slaughtered by a Xenomorph Runner." BloodType "AlienBlood" damagefactor Slime, 0 damagefactor "WeylandBullets", 2.0 damagefactor "MarineTarget", 1.0 damagefactor "AlienTarget", 0.0 damagefactor "DroidTarget", 1.0 damagefactor "EnemyShot", 2.0 damagefactor "PredatorTarget", 1.0 Painchance "PredatorTarget", 255 Painchance "MarineTarget", 255 Painchance "AlienTarget", 255 Painchance "DroidTarget", 255 Painchance "Fire", 255 Painchance "Lava", 255 Painchance "Poison", 20 Painchance "Ice", 255 Painchance "Bleeding", 20 Painchance "Flame", 255 DamageFactor "Fire", 1.5 DamageFactor "Ice", 1.5 DamageFactor "Flame", 1.5 DamageFactor "Lava", 1.5 DamageFactor "Poison", 1.0 DamageFactor "Bleeding", 1.0 DamageFactor "Feeding", 0.0 Species "Xeno" DropItem "XXBerserk", 2 States { Spawn: XENR AB 10 A_Look Loop See: XENR AA 2 A_Chase TNT1 A 0 A_Recoil(-1) XENR BB 2 A_Chase TNT1 A 0 A_Recoil(-1) XENR CC 2 A_Chase TNT1 A 0 A_Recoil(-1) TNT1 A 0 A_JumpIf(128, "See") Goto Spawn //Loop Melee: XENR D 5 A_FaceTarget TNT1 A 0 ThrustThingZ(0,20,0,1) TNT1 A 0 A_CustomMeleeAttack(random(2,8)*4,"alienatt","claw") XENR E 5 A_Recoil(-15) XENR F 8 Goto See Pain: XENR G 1 A_Pain TNT1 A 0 A_Jump(200, "Avoid") Goto See Avoid: XENR A 1 A_FaceTarget XENR ABCB 2 A_FastChase Goto See Projection: XENR B 0 A_SpawnItemEx("Projection", 0, 45, SXF_SETMASTER) XENR B 0 A_TakeInventory("Hologram", 1) Goto See2 Death.Poison: TNT1 A 0 A_TakeFromTarget("GiveUpC", 2) TNT1 A 0 A_GiveToTarget("ClearOK", 1) TNT1 A 0 A_ClearTarget XENR H 1 A_KillChildren TNT1 A 0 A_SpawnItem("AlienBlood", 0, 45) XENR H 8 XENR I 8 A_Scream XENR J 4 XENR K 4 A_NoBlocking XENR L -1 Stop Death.Bleeding: TNT1 A 0 A_TakeFromTarget("GiveUpC", 2) TNT1 A 0 A_GiveToTarget("ClearOK", 1) TNT1 A 0 A_ClearTarget XENR H 1 A_KillChildren TNT1 A 0 A_SpawnItem("AlienBlood", 0, 45) XENR H 8 XENR I 8 A_Scream XENR J 4 XENR K 4 A_NoBlocking XENR L -1 Stop Death: TNT1 A 0 A_TakeFromTarget("GiveUpC", 2) TNT1 A 0 A_KillChildren TNT1 A 0 A_GiveToTarget("ClearOK", 1) TNT1 A 0 A_ClearTarget TNT1 A 0 A_Jump(255, "Death1", "Death2", "Death3") Death1: TNT1 A 0 A_KillChildren Death2: TNT1 A 0 A_KillChildren Death3: XENR H 1 TNT1 A 0 A_SpawnItem("AlienBlood", 0, 45) XENR H 8 A_KillChildren XENR I 8 A_Scream XENR J 4 XENR K 4 A_NoBlocking XENR L -1 Stop XDeath.Poison: TNT1 A 0 A_TakeFromTarget("GiveUpC", 2) TNT1 A 0 A_GiveToTarget("ClearOK", 1) TNT1 A 0 A_ClearTarget XENR H 1 A_KillChildren TNT1 A 0 A_SpawnItem("AlienBlood", 0, 45) XENR H 8 XENR I 8 A_Scream XENR J 4 XENR K 4 A_NoBlocking XENR L -1 Stop XDeath.Bleeding: TNT1 A 0 A_TakeFromTarget("GiveUpC", 2) TNT1 A 0 A_GiveToTarget("ClearOK", 1) TNT1 A 0 A_ClearTarget XENR H 1 A_KillChildren TNT1 A 0 A_SpawnItem("AlienBlood", 0, 45) XENR H 8 XENR I 8 A_Scream XENR J 4 XENR K 4 A_NoBlocking XENR L -1 Stop XDeath: TNT1 A 0 A_TakeFromTarget("GiveUpC", 2) TNT1 A 0 A_KillChildren TNT1 A 0 A_GiveToTarget("ClearOK", 1) TNT1 A 0 A_ClearTarget TNT1 A 0 A_Jump(255,"C1", "C2", "C3", "C4", "C5", "C6", "C7", "C8", "C9", "C10") C1: TNT1 A 0 A_GiveToTarget("Comment1") Goto XDeath2 C2: TNT1 A 0 A_GiveToTarget("Comment2") Goto XDeath2 C3: TNT1 A 0 A_GiveToTarget("Comment3") Goto XDeath2 C4: TNT1 A 0 A_GiveToTarget("Comment4") Goto XDeath2 C5: TNT1 A 0 A_GiveToTarget("Comment5") Goto XDeath2 C6: TNT1 A 0 A_GiveToTarget("Comment6") Goto XDeath2 C7: TNT1 A 0 A_GiveToTarget("Comment7") Goto XDeath2 C8: TNT1 A 0 A_GiveToTarget("Comment8") Goto XDeath2 C9: TNT1 A 0 A_GiveToTarget("Comment9") Goto XDeath2 C10: TNT1 A 0 A_GiveToTarget("Comment10") Goto XDeath2 XDeath2: TNT1 AAA 0 A_SpawnItem("AlienBlood", 0, 45) TNT1 A 0 A_KillChildren TNT1 A 0 A_PlaySound("misc/xdeath4c") EXPL A 0 A_CustomMissile ("AlienGibTorsoRunner", 35, 0, random (0, 360), 2, random (10, 90)) EXPL A 0 A_CustomMissile ("AlienGibRunnerHead", 45, 0, random (0, 360), 2, random (10, 90)) EXPL A 0 A_CustomMissile ("AlienGibRunnerArm1", 35, 0, random (0, 360), 2, random (10, 90)) EXPL A 0 A_CustomMissile ("AlienGibRunnerArm2", 35, 0, random (0, 360), 2, random (10, 90)) EXPL AA 0 A_CustomMissile ("AlienGibRunnerLeg", 15, 0, random (0, 360), 2, random (10, 90)) EXPL A 0 A_CustomMissile ("AlienGibRunnerTail", 35, 0, random (0, 360), 2, random (10, 90)) EXPL AAAAA 0 A_CustomMissile ("FlyingAcidRidiculous", 45, 0, random (0, 360), 2, random (40, 90)) EXPL AAAAA 0 A_CustomMissile ("FlyingAcidBig1", 35, 0, random (0, 360), 2, random (10, 90)) EXPL AAAAA 0 A_CustomMissile ("FlyingAcidBig2", 35, 0, random (0, 360), 2, random (40, 90)) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking Stop Crush: EXPL A 0 A_CustomMissile ("AlienGibRunnerHead", 45, 0, random (0, 360), 2, random (10, 90)) TNT1 A 0 A_PlaySound("misc/xdeath4c") TNT1 A 0 A_KillChildren EXPL A 0 A_CustomMissile ("AlienGibRunnerArm1", 35, 0, random (0, 360), 2, random (10, 90)) EXPL A 0 A_CustomMissile ("AlienGibRunnerArm2", 35, 0, random (0, 360), 2, random (10, 90)) EXPL AA 0 A_CustomMissile ("AlienGibRunnerLeg", 15, 0, random (0, 360), 2, random (10, 90)) EXPL A 0 A_CustomMissile ("AlienGibRunnerTail", 35, 0, random (0, 360), 2, random (10, 90)) EXPL AAAAA 0 A_CustomMissile ("FlyingAcidRidiculous", 45, 0, random (0, 360), 2, random (40, 90)) EXPL AAAAA 0 A_CustomMissile ("FlyingAcidBig1", 35, 0, random (0, 360), 2, random (10, 90)) EXPL AAAAA 0 A_CustomMissile ("FlyingAcidBig2", 35, 0, random (0, 360), 2, random (40, 90)) Stop } } actor Slayer : Runner 32014 { MaxStepHeight 600 MaxDropoffHeight 600 Scale 2.0 Health 3000 Speed 8 FastSpeed 10 PainChance 50 Radius 20 Height 76 Mass 4000 Painchance "Fire", 255 Painchance "Lava", 255 Painchance "Poison", 1 Painchance "Ice", 255 Painchance "Bleeding", 0 Painchance "Flame", 255 DamageFactor "Fire", 1.5 DamageFactor "Ice", 1.5 DamageFactor "Flame", 1.5 DamageFactor "Lava", 1.5 DamageFactor "Poison", 1.0 DamageFactor "Bleeding", 0.0 DamageFactor "Feeding", 0.0 DamageFactor "Tracer", 0.7 DamageFactor "Electric", 1.5 DropItem "XXBerserk", 20 +AMBUSH +FIXMAPTHINGPOS +CANUSEWALLS +CANPUSHWALLS +ACTIVATEIMPACT +QUICKTORETALIATE +SLIDESONWALLS +ISMONSTER +SHOOTABLE +SOLID +COUNTKILL +ACTIVATEMCROSS +CANPASS +SHADOW States { Spawn: XENR A 1 TNT1 A 0 A_GiveInventory("Hologram", 1) Loop See: TNT1 AB 10 A_Jump(50, "See3") TNT1 A 0 A_JumpIfInventory("Hologram", 1, "Projection") TNT1 A 0 A_Recoil(-1) XENR BB 2 A_Chase TNT1 A 0 A_Recoil(-1) XENR CC 2 A_Chase TNT1 A 0 A_Recoil(-1) TNT1 A 0 A_Jump(50, "See") Goto See //Loop Melee2: XENR D 8 A_FaceTarget TNT1 A 0 ThrustThingZ(0,20,0,1) XENR E 8 A_Recoil(-15) TNT1 A 0 A_CustomMissile("SRunnerAttack",20,0,0,0) XENR F 8 Goto See Melee: TNT1 A 0 A_JumpIfInventory("Hologram", 1, "Melee2") TNT1 D 8 A_FaceTarget TNT1 A 0 ThrustThingZ(0,20,0,1) TNT1 E 8 A_Recoil(-15) TNT1 A 0 A_CustomMissile("SRunnerAttack",20,0,0,0) TNT1 F 8 Goto See2 Projection: XENR B 0 A_SpawnItemEx("Projection",0,0,0,0,0,0,45,SXF_SETMASTER) XENR B 0 A_TakeInventory("Hologram", 1) Goto See2 See2: TNT1 A 0 A_Recoil(-1) TNT1 BB 2 A_Chase TNT1 A 0 A_Recoil(-1) TNT1 CC 2 A_Chase TNT1 A 0 A_Recoil(-1) TNT1 A 0 A_Jump(50, "See3") Goto See2 //Loop See3: TNT1 A 0 A_RemoveChildren(1, RMVF_EVERYTHING) TNT1 A 0 A_GiveInventory("Hologram", 1) TNT1 A 0 A_Recoil(-1) XENR BB 2 A_Chase TNT1 A 0 A_Recoil(-1) XENR CC 2 A_Chase TNT1 A 0 A_Recoil(-1) TNT1 A 0 A_Jump(50, "See3") Goto See Pain2: XENR G 1 A_Pain TNT1 A 0 A_Jump(200, "Avoid2") Goto See Pain: TNT1 A 0 A_JumpIfInventory("Hologram", 1, "Pain2") TNT1 G 1 A_Pain TNT1 A 0 A_Jump(200, "Avoid") Goto See2 Avoid2: XENR A 1 A_FaceTarget XENR ABCB 2 A_FastChase Goto See Avoid: TNT1 A 0 A_JumpIfInventory("Hologram", 1, "Avoid2") TNT1 A 1 A_FaceTarget TNT1 ABCB 2 A_FastChase Goto See2 Death.Poison: TNT1 A 0 A_ClearTarget XENR H 1 A_RemoveChildren(1, RMVF_EVERYTHING) TNT1 A 0 A_SpawnItem("AlienBlood", 0, 45) XENR H 8 XENR I 8 A_Scream XENR J 4 XENR K 4 A_NoBlocking XENR L -1 Stop Death.Bleeding: TNT1 A 0 A_ClearTarget XENR H 1 A_RemoveChildren(1, RMVF_EVERYTHING) TNT1 A 0 A_SpawnItem("AlienBlood", 0, 45) XENR H 8 XENR I 8 A_Scream XENR J 4 XENR K 4 A_NoBlocking XENR L -1 Stop Death: TNT1 A 0 A_RemoveChildren(1, RMVF_EVERYTHING) TNT1 A 0 A_ClearTarget TNT1 A 0 A_Jump(255, "Death1", "Death2", "Death3") Death1: TNT1 A 0 A_RemoveChildren(1, RMVF_EVERYTHING) Death2: TNT1 A 0 A_RemoveChildren(1, RMVF_EVERYTHING) Death3: XENR H 1 TNT1 A 0 A_SpawnItem("AlienBlood", 0, 45) XENR H 8 A_RemoveChildren(1, RMVF_EVERYTHING) XENR I 8 A_Scream XENR J 4 XENR K 4 A_NoBlocking XENR L -1 Stop XDeath.Poison: TNT1 A 0 A_ClearTarget XENR H 1 A_RemoveChildren(1,RMVF_EVERYTHING) TNT1 A 0 A_SpawnItem("AlienBlood", 0, 45) XENR H 8 XENR I 8 A_Scream XENR J 4 XENR K 4 A_NoBlocking XENR L -1 Stop XDeath.Bleeding: TNT1 A 0 A_ClearTarget XENR H 1 A_RemoveChildren(1, RMVF_EVERYTHING) TNT1 A 0 A_SpawnItem("AlienBlood", 0, 45) XENR H 8 XENR I 8 A_Scream XENR J 4 XENR K 4 A_NoBlocking XENR L -1 Stop XDeath: TNT1 A 0 A_ClearTarget TNT1 A 0 A_RemoveChildren(1, RMVF_EVERYTHING) TNT1 A 0 A_Jump(255,"C1", "C2", "C3", "C4", "C5", "C6", "C7", "C8", "C9", "C10") C1: TNT1 A 0 A_GiveToTarget("Comment1") Goto XDeath2 C2: TNT1 A 0 A_GiveToTarget("Comment2") Goto XDeath2 C3: TNT1 A 0 A_GiveToTarget("Comment3") Goto XDeath2 C4: TNT1 A 0 A_GiveToTarget("Comment4") Goto XDeath2 C5: TNT1 A 0 A_GiveToTarget("Comment5") Goto XDeath2 C6: TNT1 A 0 A_GiveToTarget("Comment6") Goto XDeath2 C7: TNT1 A 0 A_GiveToTarget("Comment7") Goto XDeath2 C8: TNT1 A 0 A_GiveToTarget("Comment8") Goto XDeath2 C9: TNT1 A 0 A_GiveToTarget("Comment9") Goto XDeath2 C10: TNT1 A 0 A_GiveToTarget("Comment10") Goto XDeath2 XDeath2: TNT1 AAA 0 A_SpawnItem("AlienBlood", 0, 45) TNT1 A 0 A_PlaySound("misc/xdeath4c") TNT1 A 0 A_RemoveChildren(1, RMVF_EVERYTHING) EXPL A 0 A_CustomMissile ("AlienGibTorsoRunner", 35, 0, random (0, 360), 2, random (10, 90)) EXPL A 0 A_CustomMissile ("AlienGibRunnerHead", 45, 0, random (0, 360), 2, random (10, 90)) EXPL A 0 A_CustomMissile ("AlienGibRunnerArm1", 35, 0, random (0, 360), 2, random (10, 90)) EXPL A 0 A_CustomMissile ("AlienGibRunnerArm2", 35, 0, random (0, 360), 2, random (10, 90)) EXPL AA 0 A_CustomMissile ("AlienGibRunnerLeg", 15, 0, random (0, 360), 2, random (10, 90)) EXPL A 0 A_CustomMissile ("AlienGibRunnerTail", 35, 0, random (0, 360), 2, random (10, 90)) EXPL AAAAA 0 A_CustomMissile ("FlyingAcidRidiculous", 45, 0, random (0, 360), 2, random (40, 90)) EXPL AAAAA 0 A_CustomMissile ("FlyingAcidBig1", 35, 0, random (0, 360), 2, random (10, 90)) EXPL AAAAA 0 A_CustomMissile ("FlyingAcidBig2", 35, 0, random (0, 360), 2, random (40, 90)) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking Stop Crush: TNT1 A 0 A_ClearTarget TNT1 A 0 A_RemoveChildren(1, RMVF_EVERYTHING) EXPL A 0 A_CustomMissile ("AlienGibRunnerHead", 45, 0, random (0, 360), 2, random (10, 90)) TNT1 A 0 A_PlaySound("misc/xdeath4c") EXPL A 0 A_CustomMissile ("AlienGibRunnerArm1", 35, 0, random (0, 360), 2, random (10, 90)) EXPL A 0 A_CustomMissile ("AlienGibRunnerArm2", 35, 0, random (0, 360), 2, random (10, 90)) EXPL AA 0 A_CustomMissile ("AlienGibRunnerLeg", 15, 0, random (0, 360), 2, random (10, 90)) EXPL A 0 A_CustomMissile ("AlienGibRunnerTail", 35, 0, random (0, 360), 2, random (10, 90)) EXPL AAAAA 0 A_CustomMissile ("FlyingAcidRidiculous", 45, 0, random (0, 360), 2, random (40, 90)) EXPL AAAAA 0 A_CustomMissile ("FlyingAcidBig1", 35, 0, random (0, 360), 2, random (10, 90)) EXPL AAAAA 0 A_CustomMissile ("FlyingAcidBig2", 35, 0, random (0, 360), 2, random (40, 90)) Stop } } ACTOR SRunnerAttack: BaronBall { Radius 8 Height 8 DamageType "Normal" Projectile Speed 15 +RANDOMIZE Damage (random(20,40)) +FORCEXYBILLBOARD +THRUGHOST RenderStyle Add Alpha 0.6 SeeSound "none" DeathSound "none" Decal "none" States { Spawn: TNT1 A 4 BRIGHT Goto Vanish Vanish: TNT1 A 0 Stop Death: TNT1 A 0 BRIGHT TNT1 A 0 A_PlaySOund ("misc/xdeath1") TNT1 A 10 Stop } } ACTOR DroneACidBall: BaronBall { Radius 4 Height 4 DamageType Slime Projectile Speed 25 +RANDOMIZE Damage (random(5,10)) +FORCEXYBILLBOARD +THRUGHOST +THRUSPECIES +RELATIVETOFLOOR -NOGRAVITY RenderStyle Add Gravity 0.2 Alpha 1.0 SeeSound "none" DeathSound "none" Decal "none" Scale 0.5 States { Spawn: BAL7 A 1 BRIGHT A_CustomMissile ("FlyingAcidFakeNoGravity", 1, 0, random (0, 360), 2, random (0, 350)) Loop Death: TNT1 A 0 BRIGHT TNT1 A 0 A_Explode(5,10) TNT1 A 0 A_PlaySOund ("misc/xdeath3") TNT1 AAAA 0 A_SpawnItem("AlienBlood") TNT1 A 10 Stop } } ACTOR SRunnerAcidBall: DroneACidBall { Radius 4 Height 4 DamageType Slime Projectile Speed 15 +RANDOMIZE Damage (random(5,10)) +FORCEXYBILLBOARD +THRUGHOST +THRUSPECIES +RELATIVETOFLOOR RenderStyle Add Alpha 1.0 SeeSound "none" DeathSound "none" Decal "none" Scale 0.5 States { Spawn: BAL7 A 1 BRIGHT A_CustomMissile ("FlyingAcidFakeNoGravity", 1, 0, random (0, 360), 2, random (0, 350)) Loop Death: TNT1 A 0 BRIGHT TNT1 A 0 A_Explode(5,10) TNT1 A 0 A_PlaySOund ("misc/xdeath3") TNT1 AAAA 0 A_SpawnItem("AlienBlood") TNT1 A 10 Stop } } Actor Projection { MaxStepHeight 600 MaxDropoffHeight 600 Scale 2.0 Health 3000 Speed 8 FastSpeed 10 Radius 20 Height 76 Mass 4000 Monster +COUNTKILL -SOLID +CANPUSHWALLS +CANUSEWALLS +ACTIVATEMCROSS +CANPASS +ISMONSTER +VULNERABLE States { Spawn: XENR AB 10 A_Look Goto Idle Idle: XENR AB 10 A_Look Loop See: TNT1 A 0 A_Recoil(-1) XENR BB 2 A_Chase TNT1 A 0 A_Recoil(-1) XENR CC 2 A_Chase TNT1 A 0 A_Recoil(-1) TNT1 A 0 A_JumpIf(128, "See") Goto Spawn //Loop Avoid: XENR A 1 A_FaceTarget XENR ABCB 2 A_FastChase Goto See Death: TNT1 A 0 Stop } } 0 Quote Share this post Link to post
DavidN Posted July 1, 2021 Are the XENR sprites included in your WAD/project? 0 Quote Share this post Link to post
rabidrage Posted July 1, 2021 They are. And I've tried putting them between the appropriate markers. S_START and S_END. And I tried SS_START and SS_END as well. 0 Quote Share this post Link to post
QuotePilgrim Posted July 1, 2021 Check the offsets of your sprite, it may be the reason for them being invisible. 0 Quote Share this post Link to post
rabidrage Posted July 1, 2021 Update: It works as a PK3, with Sprites in a Sprite directory. 0 Quote Share this post Link to post
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