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Getting rid of A_QueueCorpse in hexen monsters


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I was able to import the afrit into Doom 2 but I am not sure how to stop there corpes from disappearing  

 

As you can see I  tried to git rid of this feature by placing double slashes in frot of this function but that did not work

 

 

 

 

ACTOR FireDemonSplotch1B : FireDemonSplotch1
{
  Health 1000
  ReactionTime 8
  Radius 3
  Height 16
  Mass 100
  +DROPOFF
  +CORPSE
  +NOTELEPORT
  +FLOORCLIP
  States
  {
  Spawn:
    FDMN P 3
    FDMN P 6 //A_QueueCorpse
    FDMN Y -1
    Stop
  }
}

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Try this:

ACTOR FireDemonSplotch1B FireDemonSplotch1 replaces FireDemonSplotch1
{
   {
  Spawn:
    FDMN P 3
    FDMN P 6
    FDMN Y -1
    Stop
  }
}

 

You don't need any of the rest of the code from the original actor, because you're inheriting. In that first line of code (the one that starts with ACTOR), it has three parts. The first part is just "here is a new actor with the name FireDemonSplotch1B." The second part is "this actor inherits from FireDemonSplotch1, which means it is exactly the same except for whatever I specify below." The third part is "this actor replaces FireDemonSplotch1 in the game any time it appears." It looks like that was your main problem -- you created the new actor, but you hadn't given it a way to appear in the game.

 

(P.S. What you're doing right now is very simple, but if you plan to continue coding Doom actors and develop a full-scale mod, you'll probably want to learn ZScript rather than Decorate as soon as possible; it's a lot more flexible and better supported, though unfortunately not as accessibly documented.)

Edited by Not Jabba

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