Posted: Wed Jan 10, 2007 16:56
Hey, that somehow passed my attention until now... thanks for this Graf 

im guessing anakin may require this asap... like i would...Cutmanmike wrote:Wait until the new ZDoom version is out and it should appear on the zdoom.org wiki soon.
Code: Select all
actor DoomImpSpawner replaces DoomImp
{
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump (256, SpawnDoomImp_B1S1, SpawnDoomImp_B1S2, SpawnDoomImp_B1S3,
SpawnDoomImp_B2S1, SpawnDoomImp_B2S2, SpawnDoomImp_B2S3,
SpawnDoomImp_G1S1, SpawnDoomImp_G1S2, SpawnDoomImp_G1S3,
SpawnDoomImp_G2S1, SpawnDoomImp_G2S2, SpawnDoomImp_G2S3,
SpawnDoomImp_I1S1, SpawnDoomImp_I1S2, SpawnDoomImp_I1S3,
SpawnDoomImp_I2S1, SpawnDoomImp_I2S2, SpawnDoomImp_I2S3,
SpawnDoomImp_P1S1, SpawnDoomImp_P1S2, SpawnDoomImp_P1S3,
SpawnDoomImp_P2S1, SpawnDoomImp_P2S2, SpawnDoomImp_P2S3,
SpawnDoomImp_P3S1, SpawnDoomImp_P3S2, SpawnDoomImp_P3S3,
SpawnDoomImp_P4S1, SpawnDoomImp_P4S2, SpawnDoomImp_P4S3,
SpawnDoomImp_R1S1, SpawnDoomImp_R1S2, SpawnDoomImp_R1S3,
SpawnDoomImp_R2S1, SpawnDoomImp_R2S2, SpawnDoomImp_R2S3,
SpawnDoomImp_T1S1, SpawnDoomImp_T1S2, SpawnDoomImp_T1S3,
SpawnDoomImp_T2S1, SpawnDoomImp_T2S2, SpawnDoomImp_T2S3,
SpawnDoomImp_A1S1, SpawnDoomImp_A1S2, SpawnDoomImp_A1S3,
SpawnDoomImp_A2S1, SpawnDoomImp_A2S2, SpawnDoomImp_A2S3,
SpawnDoomImp_O1S1, SpawnDoomImp_O1S2, SpawnDoomImp_O1S3,
SpawnDoomImp_O2S1, SpawnDoomImp_O2S2, SpawnDoomImp_O2S3)
stop
SpawnDoomImp_B1S1: TNT1 A 0 A_SpawnItem ("DoomImp_B1S1") stop
SpawnDoomImp_B1S2: TNT1 A 0 A_SpawnItem ("DoomImp_B1S2") stop
SpawnDoomImp_B1S3: TNT1 A 0 A_SpawnItem ("DoomImp_B1S3") stop
SpawnDoomImp_B2S1: TNT1 A 0 A_SpawnItem ("DoomImp_B2S1") stop
SpawnDoomImp_B2S2: TNT1 A 0 A_SpawnItem ("DoomImp_B2S2") stop
SpawnDoomImp_B2S3: TNT1 A 0 A_SpawnItem ("DoomImp_B2S3") stop
SpawnDoomImp_G1S1: TNT1 A 0 A_SpawnItem ("DoomImp_G1S1") stop
SpawnDoomImp_G1S2: TNT1 A 0 A_SpawnItem ("DoomImp_G1S2") stop
SpawnDoomImp_G1S3: TNT1 A 0 A_SpawnItem ("DoomImp_G1S3") stop
SpawnDoomImp_G2S1: TNT1 A 0 A_SpawnItem ("DoomImp_G2S1") stop
SpawnDoomImp_G2S2: TNT1 A 0 A_SpawnItem ("DoomImp_G2S2") stop
SpawnDoomImp_G2S3: TNT1 A 0 A_SpawnItem ("DoomImp_G2S3") stop
SpawnDoomImp_I1S1: TNT1 A 0 A_SpawnItem ("DoomImp_I1S1") stop
SpawnDoomImp_I1S2: TNT1 A 0 A_SpawnItem ("DoomImp_I1S2") stop
SpawnDoomImp_I1S3: TNT1 A 0 A_SpawnItem ("DoomImp_I1S3") stop
SpawnDoomImp_I2S1: TNT1 A 0 A_SpawnItem ("DoomImp_I2S1") stop
SpawnDoomImp_I2S2: TNT1 A 0 A_SpawnItem ("DoomImp_I2S2") stop
SpawnDoomImp_I2S3: TNT1 A 0 A_SpawnItem ("DoomImp_I2S3") stop
SpawnDoomImp_P1S1: TNT1 A 0 A_SpawnItem ("DoomImp_P1S1") stop
SpawnDoomImp_P1S2: TNT1 A 0 A_SpawnItem ("DoomImp_P1S2") stop
SpawnDoomImp_P1S3: TNT1 A 0 A_SpawnItem ("DoomImp_P1S3") stop
SpawnDoomImp_P2S1: TNT1 A 0 A_SpawnItem ("DoomImp_P2S1") stop
SpawnDoomImp_P2S2: TNT1 A 0 A_SpawnItem ("DoomImp_P2S2") stop
SpawnDoomImp_P2S3: TNT1 A 0 A_SpawnItem ("DoomImp_P2S3") stop
SpawnDoomImp_P3S1: TNT1 A 0 A_SpawnItem ("DoomImp_P3S1") stop
SpawnDoomImp_P3S2: TNT1 A 0 A_SpawnItem ("DoomImp_P3S2") stop
SpawnDoomImp_P3S3: TNT1 A 0 A_SpawnItem ("DoomImp_P3S3") stop
SpawnDoomImp_P4S1: TNT1 A 0 A_SpawnItem ("DoomImp_P4S1") stop
SpawnDoomImp_P4S2: TNT1 A 0 A_SpawnItem ("DoomImp_P4S2") stop
SpawnDoomImp_P4S3: TNT1 A 0 A_SpawnItem ("DoomImp_P4S3") stop
SpawnDoomImp_R1S1: TNT1 A 0 A_SpawnItem ("DoomImp_R1S1") stop
SpawnDoomImp_R1S2: TNT1 A 0 A_SpawnItem ("DoomImp_R1S2") stop
SpawnDoomImp_R1S3: TNT1 A 0 A_SpawnItem ("DoomImp_R1S3") stop
SpawnDoomImp_R2S1: TNT1 A 0 A_SpawnItem ("DoomImp_R2S1") stop
SpawnDoomImp_R2S2: TNT1 A 0 A_SpawnItem ("DoomImp_R2S2") stop
SpawnDoomImp_R2S3: TNT1 A 0 A_SpawnItem ("DoomImp_R2S3") stop
SpawnDoomImp_T1S1: TNT1 A 0 A_SpawnItem ("DoomImp_T1S1") stop
SpawnDoomImp_T1S2: TNT1 A 0 A_SpawnItem ("DoomImp_T1S2") stop
SpawnDoomImp_T1S3: TNT1 A 0 A_SpawnItem ("DoomImp_T1S3") stop
SpawnDoomImp_T2S1: TNT1 A 0 A_SpawnItem ("DoomImp_T2S1") stop
SpawnDoomImp_T2S2: TNT1 A 0 A_SpawnItem ("DoomImp_T2S2") stop
SpawnDoomImp_T2S3: TNT1 A 0 A_SpawnItem ("DoomImp_T2S3") stop
SpawnDoomImp_A1S1: TNT1 A 0 A_SpawnItem ("DoomImp_A1S1") stop
SpawnDoomImp_A1S2: TNT1 A 0 A_SpawnItem ("DoomImp_A1S2") stop
SpawnDoomImp_A1S3: ANA1 A 0 A_SpawnItem ("DoomImp_A1S3") stop
SpawnDoomImp_A2S1: TNT1 A 0 A_SpawnItem ("DoomImp_A2S1") stop
SpawnDoomImp_A2S2: TNT1 A 0 A_SpawnItem ("DoomImp_A2S2") stop
SpawnDoomImp_A2S3: TNT1 A 0 A_SpawnItem ("DoomImp_A2S3") stop
SpawnDoomImp_O1S1: TNT1 A 0 A_SpawnItem ("DoomImp_O1S1") stop
SpawnDoomImp_O1S2: TNT1 A 0 A_SpawnItem ("DoomImp_O1S2") stop
SpawnDoomImp_O1S3: TNT1 A 0 A_SpawnItem ("DoomImp_O1S3") stop
SpawnDoomImp_O2S1: TNT1 A 0 A_SpawnItem ("DoomImp_O2S1") stop
SpawnDoomImp_O2S2: TNT1 A 0 A_SpawnItem ("DoomImp_O2S2") stop
SpawnDoomImp_O2S3: TNT1 A 0 A_SpawnItem ("DoomImp_O2S3") stop
}
}
I provided a link filled with nonsense?The very post that I linked wrote:For the monster you want to implement this pain onto, make a new state based on the name of the damage you made, which in this case is Volt. So:
pain.Volt will make the monster jump to this state when the monster is in pain from that projectile/weapon.
death.Volt will make the monster jump to this state if the monster dies from that type of damage. Same goes with xdeath.Volt.
I'm sure this is how it worked, I'll need to test it. However, this only works with the SVN version of ZDoom or GZDoom 1.0.22.