Z0RGUSSY Posted December 2, 2023 So, I was experimenting and messing around with WhackEd4 for a little bit and the one I have a issue with was me making the Hell Knight have a charging rush attack rather than a claw swipe and fireball by replacing the BruisAttack action with SkullAttack. I made the WhackEd4 file with the Ultimate Doom engine and Doom 2 Iwad. I tested it again but with the Boom engine. I played with this WhackEd file with the PrBoom source port in both file engines and I got this crash with this pop-up. Any solutions or nah? 0 Quote Share this post Link to post
Raspoza Posted December 2, 2023 Did you make sure the Hell Knight had an attack sound? SkullAttack requires it 0 Quote Share this post Link to post
ViolentBeetle Posted December 2, 2023 Not sure about sound, but Skull Attack is very picky. You can not call anything else until it runs its course. Also ground monsters react oddly to getting hit while charing. 1 Quote Share this post Link to post
Z0RGUSSY Posted December 3, 2023 On 12/2/2023 at 8:37 PM, Raspoza said: Did you make sure the Hell Knight had an attack sound? SkullAttack requires it Sorry for the late response. Tried it out, still crashed. If I can't make charging Hell Knights work, then that will be a shame. Since I would love to have knockoff 2016 Hell Knights in my future maps. 0 Quote Share this post Link to post
Arsinikk Posted December 3, 2023 (edited) 57 minutes ago, Z0RGUSSY said: Sorry for the late response. Tried it out, still crashed. If I can't make charging Hell Knights work, then that will be a shame. Since I would love to have knockoff 2016 Hell Knights in my future maps. It's very important that you never let "SkullAttack" circle back to the "Chase" state or else you'll get a crash. It will go back to the Chase state on it's own. You will run into some problems when it comes to monsters getting stuck. This is because the SkullAttack codepointer is really jank. You know how you sometimes see lost souls seemingly get stuck in the air? The same thing happens to the monsters on the ground. Let's first take a look at the lost soul attack: The SkullAttack codepointer is called in the 590 frame which then moves forward to 2 frames that alternate each other (591 and 592). Notice how it never circles back to Chase. The monster will go back to Chase after either hitting a wall or monster, basically it needs something to break it's stuck state. This is actually not a great thing to do with a ground monster, since it can get stuck and could possibly start bouncing in place (it's pretty funny to see). To prevent this, I've created a few monsters that use the attack differently. Let's look at the Baron of Filth from Corruption: Ignoring the fact that this monster only enters the SkullAttack phase during the Pain and Melee states, The cycle is frames 306>307>308 with frames 307 and 308 alternating. You may notice that this is different with FaceTarget being called right after SkullAttack, and that the SkullAttack is called every other frame. FaceTarget re-aligns the monster to look towards the player, and SkullAttack obviously charges. So this avoid the monster from ever getting stuck and every time the frame changes, the Baron will reorient itself to charge towards the direction of the player. The possible downside to this is that the baron will not stop charging after the player until it hits something to reset to the Chase state, therefore being much more aggressive. The other very important thing to note is that Raspoza said, an attack sound is required for the monster (as that is the sound effect that SkullAttack uses), or else Doom will crash. Edited December 3, 2023 by Arsinikk 2 Quote Share this post Link to post
Z0RGUSSY Posted December 3, 2023 17 minutes ago, Arsinikk said: It's very important that you never let "SkullAttack" circle back to the "Chase" state or else you'll get a crash. It will go back to the Chase state on it's own. You will run into some problems when it comes to monsters getting stuck. This is because the SkullAttack codepointer is really jank. You know how you sometimes see lost souls seemingly get stuck in the air? The same thing happens to the monsters on the ground. Let's first take a look at the lost soul attack: The SkullAttack codepointer is called in the 590 frame which then moves forward to 2 frames that alternate each other (591 and 592). Notice how it never circles back to Chase. The monster will go back to Chase after either hitting a wall or monster, basically it needs something to break it's stuck state. This is actually not a great thing to do with a ground monster, since it can get stuck and could possibly start bouncing in place (it's pretty funny to see). To prevent this, I've created a few monsters that use the attack differently. Let's look at the Baron of Filth from Corruption: Ignoring the fact that this monster only enters the SkullAttack phase during the Pain and Melee states, The cycle is frames 306>307>308 with frames 307 and 308 alternating. You may notice that this is different with FaceTarget being called right after SkullAttack, and that the SkullAttack is called every other frame. FaceTarget re-aligns the monster to look towards the player, and SkullAttack obviously charges. So this avoid the monster from ever getting stuck and every time the frame changes, the Baron will reorient itself to charge towards the direction of the player. The possible downside to this is that the baron will not stop charging after the player until it hits something to reset to the Chase state, therefore being much more aggressive. The other very important thing to note is that Raspoza said, an attack sound is required for the monster (as that is the sound effect that SkullAttack uses), or else Doom will crash. Hey, I just read through this detailed explanation. Thanks for telling me this, I'll keep this in mind. 0 Quote Share this post Link to post
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