Is there a way to make a former human carry a BFG9000?

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additup
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Joined: Tue Jul 24, 2007 20:02

Is there a way to make a former human carry a BFG9000?

Post by additup »

Same as title. I have no idea how to go about this, zilch. But I would love to have a room full of dead former humans and gibgoo, and have one puny monster left alive wielding the big fkr :D
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KeksDose
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Post by KeksDose »

Obviously via Decorate. ZDoom Wiki is your best friend here, because I don't have an example ready.
Classic Doom Guy
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Post by Classic Doom Guy »

If you can gain the Archvile's powers and bring dead monsters back to life to fight beside you, then why couldn't you simply make a monster fire a custom missle that mimicks the BFG Ball.
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KeksDose
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Post by KeksDose »

A_CustomMissile("BFGBall", *Height*, *Offset_XY*, *Angle*, *Aim mode*, *Pitch*) :P

It is damn simple, just inherit from a Zombie and replace the "Missile" State with your commands, and the action above.
additup
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Post by additup »

Everyone has to start somewhere. I am starting here. I have no idea what program to use to enter this script. I have no idea what the procedure for creating a new monster with mostly-old-properties-but-a-few-new-ones would be (aside from copy pasting that bunch of code... somewhere... along with some values...that I would get where??).

The zdoom wiki looks like it will be very helpful once I have my feet on the ground, but until I at least know how/where to designate the new monster, none of the information there (that I can locate without already having a working knowledge of zdoom coding) will do me much good.

via Decorate; I looked it up on zdoom's wiki. Do I have to download this lump from somewhere? Put it in XWE and start reorganizing the text? Just hop to the end of the lump file, paste the zombie's code (however I find that) there, then the code you mentioned, and load up the level? How would I go about placing the monster into the level? I don't see how a program like Doom Builder would recognize the new monster and allow me to put it in the level.
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Enjay
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Post by Enjay »

You already have the editor you need, it's called notepad. ;)

I just knocked this out quickly. Copy and paste the following into a text file called decorate.txt then load it from the command line (gzdoom -file decorate.txt)

Start a game then type summon bfgzombieman at the console

Code: Select all

actor BFGZombieMan : Zombieman
{
  obituary "%o was melted by a BFG zombieman."
  health 80
  dropitem "Cell" 256
  states
  {
  Missile:
    POSS E 5 A_FaceTarget
    POSS E 0 A_PlaySound ("weapons/bfgf")
    POSS EEEEE 5 A_FaceTarget
    POSS F 8 A_CustomMissile("BFGBall", 32, 0, 0) 
    POSS E 8
    goto See
  }
}
additup
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Joined: Tue Jul 24, 2007 20:02

Post by additup »

Hahahaha, kickass!!

Can I determine the xy coordinates where I want the guy placed using Doom Builder and then go into the "Things"... thing... in XWE and create a new entry there, so he's placed in the level at those coordinates? Argh, I have to watch my sister's kids, I will have to work with it later. Thank you, this is a big help, it'll make the level a lot more fun :D

edit; Okay, so I tried figuring out how to add a new thing using XWE, but it's not as simple as I was hoping it would be. I see all the things in the level now arranged in a table, but there are a lot of figures in there that don't mean anything to me... even the "Type" listing, it doesn't seem to correspond to any type listing that I can find in Doom Builder. The numbers here don't repeat, either, which suggests to me that "Cacodemon" isn't going to have just one "type" in XWE like it does in Doom Builder.

Pretty daunting.

I really don't know where to go from here. From what I'm reading online, XWE is a beast to get familiar with, and the only tutorial I've found so far doesn't make any mention of how to place things using XWE. If I new how to import the new enemy thing you helped me define into Doom Builder it would all be simple, I could just start placing these baddies in my level. But then, I don't even know if that's possible.
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Enjay
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Post by Enjay »

See the first line of the code:

actor BFGZombieMan : Zombieman

Add a number to the end of that which isn't already used by the game then you can use that number to place the thing in your maps.

eg

actor BFGZombieMan : Zombieman 22090

You can now use the number 22090 to place the BFG zombie in your map. Exactly how Doombuilder handles this, I don't know because I don't use it.

Also, put the decorate.txt file into your WAD as a lump called (you guessed it) DECORATE using XWE or whatever. From that point on, Zdoom will read it from the WAD so there is no need for a separate file. I *think* Doombuilder will also read it from the WAD and add the actor to the menus in DB somewhere.
xrror
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This needs to be made into a beginning tutorial!

Post by xrror »

This is going to sound like some weird testimonial for "miracle game grow" or something. Which I suppose it is.
I've lurked the zdoom and gzdoom forums forever, and have always had a desire to try out Decorate ...

I have to say, this is the perfect starting example. After me sitting on the lazy fence for um.. forever, the fact you can just shove out a plain text file to start with decorate is sublimely awesome for someone starting out!

That and it's completely hilarious (and importantly FUN) for the beginner to keep expanding their knowledge to make the poor zombieman do increasingly crazy things.

Thanks additup for asking the question, and HUGE thanks to Enjay for providing the brilliantly simple example.

I haven't had this much fun from something so simple in oh... forever. It's grown into reading up on ACS to play with Thing_Hate with +FRIENDLY zombieman (and of course having a proper Decorate lump), and converting my ancient maps to zdoom format to be guinea pigs for these experimentations.
Coming from someone who used to make doom maps with DCK and use D!Zone to compile wads with, this says something... other than that i'm a crusty old DooMer ;p

Any chance of anyone wanting to start a beginners tutorial out of this for others? I would, but i really still don't know what I'm doing and I'm pretty sure I'm 'King of Bad Mapping Practices' at the moment.
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