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How to MAKE a custom enemy for doom 2


Skemech

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I swear, I google "how to make a custom enemy" and they all say how to import an already existing custom enemy. Bro I need a tutorial for how to make MY OWN shit. For context of what I'm trying to make, I'm making a horror wad, and at some point I thought it'd be funny to add a png of Seth Rogen scitter acrossed a long dark hallway, doing his iconic laugh, to let the player have a laugh.

 

I intentionally pixelated the image cause like... doom textures are also pixelated

 

 

Rogen.png

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You could open SLADE, create an entry. Click on the entry and press Ctrl+R. This will bring up the rename entry window. Call the entry DECORATE or ZSCRIPT depending on what code you want to use. Click read as text as it appears in the white page to the right of the column of entries and select either Decorate or Zscript from the drop down menu at the top of the text entry page. You can start straight away with ACTOR youractorname in decorate or Class yourclassname in ZScript.

 

Instead I'd recommend downloading something similar to what you want and using the extant code as a scaffold on which to build your modifications. If you're using gzdoom, you could create a monster that inherits from the Death wyvern and that way it would already be programmed to run a rout between waypoints that you can place in the map. Something like

 

ACTOR youractorname : Dragon 30500

{

States

{

Spawn:

SETH A 1 A_Look

Loop

See:

SETH AB 2 A_DragonInitFlight

TNT1 A 0 A_PlaySound("JOEROGENSOUND", CHAN_VOICE)

Goto See

}

 

In this example SETH A and SETH B are your pictures of Mr. Rogen. They will always face the player as long as you name the pictures SETHA0 and SETHB0 in your wad. If you call them SETHA1 for example the program will demand that you have SETHA2 through SETHA8 as well in order for the player to view the entity from different angles but any sprite named Four letters, frame letter, zero, will always face the player. The number to the right of "Dragon" is the editor number and that will allow you to find the custom entity in Doombuilder as long as you load your wad into doom builder as a resource. I cant remember how to add an editor number to Zscript but its something similar I think except you add the editor numbers into a list in MAPINFO. 

 

This code would be incredibly annoying as 17 times a second it would make a noise, but its a good code pointer to know about anyway. In order to get it to make that noise, import an wave file called JOEROGENSOUND and put an entry in a wad entry called SNDINFO  where you write  JOEROGENSOUND press tab some number of times and type JOEROGENSOUND again. 

 

Check out 

https://forum.zdoom.org/viewforum.php?f=39

https://zdoom.org/wiki/Classes

https://zdoom.org/wiki/A_StartSound

https://zdoom.org/wiki/DECORATE

https://zdoom.org/wiki/ZScript

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