i used the "bloodcolor" decorate command to make 3 new monsters:
blue blood cacodemon
green blood baron of hell and hell knight.
it works great, except that because they're new monsters, they lose their cool dynamic attack glow.
so my problem is i do not know how to add new dynamic light entries into the dynamics.wad i know that its probly something easy because that they would be exactly the same as the Originals. i kept the 3 new monsters name the same and added and underscore _
blood color problem
Moderator: Graf Zahl
- jbb666999
- Posts: 20
- Joined: Sun Sep 18, 2005 2:29
- Location: The Bowels of Hell
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
Look into DOOMDEFS.lmp in the light WAD and search for the actors you need. You just need to copy the definitions and replace their original class name with your own and then put that new lump into your WAD and name it DOOMDEFS.
I think you best post your code. If you reuse the original projectiles there shouldn't be any need for this.
I think you best post your code. If you reuse the original projectiles there shouldn't be any need for this.
- jbb666999
- Posts: 20
- Joined: Sun Sep 18, 2005 2:29
- Location: The Bowels of Hell
yea, the caco demon doesnt have an attack glow so he works fine.
the baron of hell and hellknight's projectiles glow just fine but whats missing is the aura that surrounds them when they attack. because the aura is for the "baronofhell" and "hellknight" and mine are different (to make a new monster replace every instance of the orginial i added an underscore) the bloodcolor is changed but it leaves out the aura
code is as follows:
i tried adding an underscore to orginial light def and it didnt have any effect, and i tried copying the lightdef's that relate to his attack aura and putting them in a seperate doomdef lmp and adding that to the wad with the decorate lmp but it crashed on start. the reason i tried to do this is becasue doom was suppost to have different blood for the caco and baron and knight in the orginial but they wanted to release it w/o having to rewrite a ton of code just to change blood color, but if you look at their corpses you can see that their blood is green and blue respectivly
the baron of hell and hellknight's projectiles glow just fine but whats missing is the aura that surrounds them when they attack. because the aura is for the "baronofhell" and "hellknight" and mine are different (to make a new monster replace every instance of the orginial i added an underscore) the bloodcolor is changed but it leaves out the aura
code is as follows:
Code: Select all
actor baronofhell_ : baronofhell 3003
bloodcolor "0 ee 0"
actor hellknight_ : hellknight 69
bloodcolor "o ee o"
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
- jbb666999
- Posts: 20
- Joined: Sun Sep 18, 2005 2:29
- Location: The Bowels of Hell
decorate:
and doomdef
***on an off note... gzdoom is truely a work of art... i may never see the light of day again.***
Code: Select all
ACTOR BaronofHell_ : BaronofHell 3003
{
BloodColor "0 EE 0"
}
ACTOR HellKnight_ : HellKnight 69
{
BloodColor "0 EE 0"
}
ACTOR CacoDemon_ : CacoDemon 3005
{
BloodColor "0 0 EE"
}
Code: Select all
// Baron / Hell Knight attack
pointlight BARONATK1
{
color 0.0 1.0 0.0
size 32
}
pointlight BARONATK2
{
color 0.0 1.0 0.0
size 48
}
pointlight BARONATK3
{
color 0.0 1.0 0.0
size 64
}
// Baron / Hell Knight Idle
pointlight BARONIDLE
{
color 0.0 1.0 0.0
size 16
}
// Baron / Hell Knight Pain
pointlight BARONPAIN
{
color 1.0 0.0 0.0
size 16
}
// Baron / Hell Knight Death
pointlight BARONDEATH
{
color 1.0 0.0 0.0
size 32
}
pointlight BARONDEATH2
{
color 1.0 0.0 0.0
size 16
}
pointlight BARONDEATH3
{
color 1.0 0.0 0.0
size 8
}
pointlight BARONDEATH4
{
color 1.0 0.0 0.0
size 4
}
pointlight BARONDEATH5
{
color 1.0 0.0 0.0
size 2
}
object BaronOfHell_
{
frame BOSSA { light BARONIDLE }
frame BOSSB { light BARONIDLE }
frame BOSSC { light BARONIDLE }
frame BOSSD { light BARONIDLE }
frame BOSSE { light BARONATK1 }
frame BOSSF { light BARONATK2 }
frame BOSSG { light BARONATK3 }
frame BOSSH { light BARONPAIN }
frame BOSSI { light BARONDEATH }
frame BOSSJ { light BARONDEATH }
frame BOSSK { light BARONDEATH2 }
frame BOSSL { light BARONDEATH3 }
frame BOSSM { light BARONDEATH4 }
frame BOSSN { light BARONDEATH5 }
}
object HellKnight_
{
frame BOS2A { light BARONIDLE }
frame BOS2B { light BARONIDLE }
frame BOS2C { light BARONIDLE }
frame BOS2D { light BARONIDLE }
frame BOS2E { light BARONATK1 }
frame BOS2F { light BARONATK2 }
frame BOS2G { light BARONATK3 }
frame BOS2H { light BARONPAIN }
frame BOS2I { light BARONDEATH }
frame BOS2J { light BARONDEATH }
frame BOS2K { light BARONDEATH2 }
frame BOS2L { light BARONDEATH3 }
frame BOS2M { light BARONDEATH4 }
frame BOS2N { light BARONDEATH5 }
}