fdai Posted May 27 Hello! Recently, I have been working on a Doom WAD, and want to change the cube that the Icon of Sin drops so that it drops different items and drops them at different rates in DECORATE. I have used the ZDoom wiki to help but I don't know what to change so it will stop throwing this error at me "Class does not define any animation frames ". If you know how to fix this please tell me, and even if you don't and still want to help, speculate in the comments. -fdai 0 Quote Share this post Link to post
kalensar Posted May 27 Heres the page that covers most of that information https://zdoom.org/wiki/Classes:BossEye It should be as easy as defining your monster by DropItem and replaces the Bosseye with your own if Im reading it correctly. 0 Quote Share this post Link to post
fdai Posted May 28 Like I said before it keeps on giving me this error "Class does not define any animation frames". Am I doing anything wrong? CODE class{ ICantBelieveItsNotBossEye: BossEye { 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; } } } 0 Quote Share this post Link to post
bofu Posted May 28 Pretty sure that first { after class needs to go, along with one of the } at the end. 0 Quote Share this post Link to post
Baron T. Mueriach Posted May 28 It's imperative to look at root issues that may seem simple, but just double-check if sprites you're using are correctly defined in the WAD. Maybe try removing the class keyword because in DECORATE, actors are defined using the actor keyword, not class. 0 Quote Share this post Link to post
Baron T. Mueriach Posted May 28 3 minutes ago, bofu said: Pretty sure that first { after class needs to go, along with one of the } at the end. This also, and add a space between the : in ICantBelieveItsNotBossEye: BossEye So, ICantBelieveItsNotBossEye : BossEye 1 Quote Share this post Link to post
Xaser Posted May 28 40 minutes ago, fdai said: class{ ICantBelieveItsNotBossEye: BossEye { 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; } } } This looks like ZScript, rather than DECORATE. ...but that's actually correct. You want to be using ZScript to define new stuff, not DECORATE, unless you're targeting Zandronum. Slap it in a ZSCRIPT lump and you're good to go. 1 Quote Share this post Link to post
fdai Posted May 28 Alright, got it to work! Thanks Baron T. Mueriach for the help!!! 1 Quote Share this post Link to post
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