LittleWulf Posted October 10, 2022 (edited) Howdy, so I downloaded BossShooters wad (https://www.realm667.com/en/beastiary-mainmenu-136-69621/heretic-hexen-style-mainmenu-137-49102) to put into my doom2 wad and tried coding it a bit to match the custom monsters actor numbers I added into the game and possibly try to add some health and ammo spawns out of it too. Anyways, out of the code in the Decorate file, the first ACTOR HexenBossEye : BossEye 23012 doesn't register and I only get the 2nd Actor to show up in Doom Builder 2, ACTOR HexenBossTarget : RandomSpawner 23013. What do I need to do to allow the BossEye 23012 to exist? -----------------------------------------------------------------------------------------------Decorate-------------------------------------------------------- ACTOR HexenBossEye : BossEye 23012 { SeeSound "" Game Hexen States { See: TNT1 A 181 TNT1 A 150 A_BrainSpit ("HexenSpawnShot") Wait } } ACTOR HexenSpawnShot : SpawnShot { DropItem "DoomImp" 255 50 DropItem "Demon" 255 40 DropItem "Spectre" 255 30 DropItem "PainElemental" 255 10 DropItem "Cacodemon" 255 30 DropItem "Archvile" 255 2 DropItem "Revenant" 255 10 DropItem "Arachnotron" 255 20 DropItem "Fatso" 255 30 DropItem "HellKnight" 255 24 DropItem "BaronOfHell" 255 10 DropItem "30118" 255 15 DropItem "30000" 255 15 DropItem "30125" 255 15 DropItem "30126" 255 15 DropItem "3333" 255 1 DropItem "30128" 255 1 DropItem "30127" 255 15 DropItem "30113" 255 15 DropItem "7801" 255 2 DropItem "30135" 255 1 DropItem "30136" 255 1 DropItem "12345" 255 1 DropItem "6006" 255 5 DropItem "30105" 255 1 DropItem "30139" 255 15 DropItem "15489" 255 15 DropItem "30140" 255 15 DropItem "30111" 255 1 DropItem "6333" 255 1 DropItem "3999" 255 1 DropItem "2012" 255 10 DropItem "2019" 255 5 DropItem "2018" 255 5 DropItem "83" 255 1 DropItem "2007" 255 2 DropItem "8" 255 1 DropItem "2048" 255 2 DropItem "2046" 255 2 DropItem "2049" 255 2 DropItem "2047" 255 2 DropItem "17" 255 2 DropItem "2010" 255 2 DropItem "2008" 255 2 DropItem "9050" 255 10 DropItem "9051" 255 2 DropItem "9052" 255 10 DropItem "9053" 255 10 DropItem "16" 255 1 DropItem "9055" 255 10 DropItem "9056" 255 10 DropItem "9057" 255 10 DropItem "3006" 255 2 DropItem "9058" 255 10 DropItem "9059" 255 10 DropItem "7" 255 1 States { Spawn: HXCU D 3 BRIGHT A_SpawnSound HXCU ABC 3 BRIGHT A_SpawnFly ("HexenSpawnEffect") HXCU D 0 BRIGHT A_SpawnFly ("HexenSpawnEffect") Loop } } ACTOR HexenSpawnEffect { States { Spawn: MSP2 A 0 Bright MSP2 A 0 A_SpawnItemEx ("HexenSpawnFlame", 0, 0, random (16, 32), random (-1.5, 1.5), random (-1.5, 1.5), random (-0.25, 0.75), 0, 0, 0) MSP2 A 0 A_SpawnItemEx ("HexenSpawnFlame", 0, 0, random (16, 32), random (-1.5, 1.5), random (-1.5, 1.5), random (-0.25, 0.75), 0, 0, 0) MSP2 A 0 A_SpawnItemEx ("HexenSpawnFlame", 0, 0, random (16, 32), random (-1.5, 1.5), random (-1.5, 1.5), random (-0.25, 0.75), 0, 0, 0) MSP2 A 0 A_SpawnItemEx ("HexenSpawnFlame", 0, 0, random (16, 32), random (-1.5, 1.5), random (-1.5, 1.5), random (-0.25, 0.75), 0, 0, 0) MSP2 A 0 A_SpawnItemEx ("HexenSpawnFlame", 0, 0, random (16, 32), random (-1.5, 1.5), random (-1.5, 1.5), random (-0.25, 0.75), 0, 0, 0) MSP2 A 0 A_SpawnItemEx ("HexenSpawnFlame", 0, 0, random (16, 32), random (-1.5, 1.5), random (-1.5, 1.5), random (-0.25, 0.75), 0, 0, 0) Stop } } ACTOR HexenSpawnFlame { +NOBLOCKMAP +NOGRAVITY +NOINTERACTION +NOCLIP RenderStyle Add Alpha 0.6 States { Spawn: MSP2 EFGHI 3 BRIGHT A_FadeOut (0.1) Stop } } ACTOR HexenBossTarget : RandomSpawner 23013 { DropItem "BossTarget" }-------------------------------------------------------------------------------------------------ZScript-------------------------------------------------------- Class HexenBossEye : BossEye { Default { SeeSound ""; } States { See: TNT1 A 181; TNT1 A 150 A_BrainSpit("HexenSpawnShot"); Wait; } } Class HexenSpawnShot : SpawnShot { Default { DropItem "DoomImp", 255, 50; DropItem "Demon", 255, 40; DropItem "Spectre", 255, 30; DropItem "PainElemental", 255, 10; DropItem "Cacodemon", 255, 30; DropItem "Archvile", 255, 2; DropItem "Revenant", 255, 10; DropItem "Arachnotron", 255, 20; DropItem "Fatso", 255, 30; DropItem "HellKnight", 255, 24; DropItem "BaronOfHell", 255, 10; DropItem "30118", 255, 15; DropItem "30000", 255, 15; DropItem "30125", 255, 15; DropItem "30126", 255, 15; DropItem "3333", 255, 1; DropItem "30128", 255, 1; DropItem "30127", 255, 15; DropItem "30113", 255, 15; DropItem "7801", 255, 2; DropItem "30135", 255, 1; DropItem "30136", 255, 1; DropItem "12345", 255, 1; DropItem "6006", 255, 5; DropItem "30105", 255, 1; DropItem "30139", 255, 15; DropItem "15489", 255, 15; DropItem "30140", 255, 15; DropItem "30111", 255, 1; DropItem "6333", 255, 1; DropItem "3999", 255, 1; DropItem "2012", 255, 10; DropItem "2019", 255, 5; DropItem "2018", 255, 5; DropItem "83", 255, 1; DropItem "2007", 255, 2; DropItem "8", 255, 1; DropItem "2048", 255, 2; DropItem "2046", 255, 2; DropItem "2049", 255, 2; DropItem "2047", 255, 2; DropItem "17", 255, 2; DropItem "2010", 255, 2; DropItem "2008", 255, 2; DropItem "9050", 255, 10; DropItem "9051", 255, 2; DropItem "9052", 255, 10; DropItem "9053", 255, 10; DropItem "16", 255, 1; DropItem "9055", 255, 10; DropItem "9056", 255, 10; DropItem "9057", 255, 10; DropItem "3006", 255, 2; DropItem "9058", 255, 10; DropItem "9059", 255, 10; DropItem "7", 255, 1; } States { Spawn: HXCU D 3 BRIGHT A_SpawnSound(); HXCU ABC 3 BRIGHT A_SpawnFly("HexenSpawnEffect"); HXCU D 0 BRIGHT A_SpawnFly("HexenSpawnEffect"); Loop; } } Class HexenSpawnEffect : Actor { States { Spawn: MSP2 A 0 NoDelay Bright { A_SpawnItemEx("HexenSpawnFlame", 0, 0, random(16, 32), frandom(-1.5, 1.5), frandom(-1.5, 1.5), frandom(-0.25, 0.75), 0, 0, 0); A_SpawnItemEx("HexenSpawnFlame", 0, 0, random(16, 32), frandom(-1.5, 1.5), frandom(-1.5, 1.5), frandom(-0.25, 0.75), 0, 0, 0); A_SpawnItemEx("HexenSpawnFlame", 0, 0, random(16, 32), frandom(-1.5, 1.5), frandom(-1.5, 1.5), frandom(-0.25, 0.75), 0, 0, 0); A_SpawnItemEx("HexenSpawnFlame", 0, 0, random(16, 32), frandom(-1.5, 1.5), frandom(-1.5, 1.5), frandom(-0.25, 0.75), 0, 0, 0); A_SpawnItemEx("HexenSpawnFlame", 0, 0, random(16, 32), frandom(-1.5, 1.5), frandom(-1.5, 1.5), frandom(-0.25, 0.75), 0, 0, 0); A_SpawnItemEx("HexenSpawnFlame", 0, 0, random(16, 32), frandom(-1.5, 1.5), frandom(-1.5, 1.5), frandom(-0.25, 0.75), 0, 0, 0); } Stop; } } Class HexenSpawnFlame : Actor { Default { RenderStyle "Add"; Alpha 0.6; +NOBLOCKMAP +NOGRAVITY +NOINTERACTION +NOCLIP } States { Spawn: MSP2 EFGHI 3 BRIGHT A_FadeOut(0.1); Stop; } } Class HexenBossTarget : RandomSpawner { Default { DropItem "BossTarget"; } } Edited October 10, 2022 by LittleWulf 0 Quote Share this post Link to post
Kan3 Posted October 10, 2022 What you mean by "doesn't register"? That it doesn't show up in the editor, so you cannot place it, or that you cannot see it in game? Also, are you using the DECORATE or the ZSCRIPT? 0 Quote Share this post Link to post
LittleWulf Posted October 11, 2022 (edited) Decorate file. Tried both tho. What I mean by doesn't register is it does not show in the editor or ingame. However, the target will. I'm honestly at a loss with this. Edited October 11, 2022 by LittleWulf 0 Quote Share this post Link to post
Kan3 Posted October 11, 2022 Oh, I completely missed that, but in the HexenBossEye properties there's "Game Hexen", meaning that you'll never be able to get this actor outside Hexen. Remove that and it should work (remember though that DropItem requires the class name of the actor to spawn, not its spawn id) 0 Quote Share this post Link to post
LittleWulf Posted October 11, 2022 Thanks a billion! So deleting that line "Game Hexen" made it all work, like you said. Also, I'm a such a fool! I meant to do the Actor name and ended up doing the ID! Lol No wonder it looked weird when I pasted it here. 0 Quote Share this post Link to post
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