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Looking for help adding mobs & weaps

  • mikrani
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  • Dark Imp
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8 years 10 months ago #11 by mikrani
Replied by mikrani on topic Looking for help adding mobs & weaps
Well, I made it work, and it was easier than I though, but, I'm the kind of guy... complicated.
I'm doing a megawad from maps I found on the web.
I want to replace the IMP from some maps, but not all of them.
For instance, I changed the Imp to Dark Imp in map 1 and maybe I'll change for another monster on other map of the megawad...

So,

1) I want to know if it's possible to change the enemy type directly from doom builder with an auto selection manipulation. like ''ctrl + right left mouse double clic'


2) And if there is a way to manipulate the megawad in order to code a selected map for mob swap but also :
the textures which can be different from a map to another one.
In that case, I found 2 maps on the web, containing 2 kind of textures totaly different, when I regrouped the maps to a unique wad, one of the map is missing his texture. (white walls appear)

3) Is there a way for "Things icon" in doom builder to appear like an icon with the skin of the object ? instead of just an arrow pointing to the coordination angle for mobs, and colored icon for items?

4) Also, I created a random MonstersReplacer which include 3 type of imp.

Actor ImpSpawner 3001
{
+IsMonster
Radius 20
States
{
Spawn:
NULL A 0
NULL A 0 A_Jump(80,2)
NULL A 1 A_SpawnItem("Agaures")
Goto Death
NULL A 0 A_Jump(160,2)
NULL A 1 A_SpawnItem("Catharsi")
Goto Death
NULL A 1 A_SpawnItem("NetherDarkImp")
Goto Death
Death:
NULL A 0
Stop
}
}

You must know I found the code on the web, I just replaced the name of the mobs... (meaning, this is chinese to me)
I want to know, on what scale the % spawn is calculated.
When I increase the jump(xx.x), fewer mobs there is, but I want to know the exact scale.
Also, the netherDarkImp doesn't have any scale, why?
In order to replace 75% of imp to easy mobs and 25% to medium ones.

Thank for your time.

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  • Blue Shadow
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8 years 10 months ago #12 by Blue Shadow
Replied by Blue Shadow on topic Looking for help adding mobs & weaps

mikrani wrote: 1) I want to know if it's possible to change the enemy type directly from doom builder with an auto selection manipulation. like ''ctrl + right left mouse double clic'

There is a find-and-replace feature in Doom Builder. You can use that.

3) Is there a way for "Things icon" in doom builder to appear like an icon with the skin of the object ? instead of just an arrow pointing to the coordination angle for mobs, and colored icon for items?

I don't recall if Doom Builder has such a feature (it's been a long while since I last used it), but its spawn, GZDoom Builder , has something like that.

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  • MagicWazard
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8 years 10 months ago #13 by MagicWazard
Replied by MagicWazard on topic Looking for help adding mobs & weaps

mikrani wrote: 4) Also, I created a random MonstersReplacer which include 3 type of imp.

Actor ImpSpawner 3001
{
+IsMonster
Radius 20
States
{
Spawn:
NULL A 0
NULL A 0 A_Jump(80,2)
NULL A 1 A_SpawnItem("Agaures")
Goto Death
NULL A 0 A_Jump(160,2)
NULL A 1 A_SpawnItem("Catharsi")
Goto Death
NULL A 1 A_SpawnItem("NetherDarkImp")
Goto Death
Death:
NULL A 0
Stop
}
}

You must know I found the code on the web, I just replaced the name of the mobs... (meaning, this is chinese to me)
I want to know, on what scale the % spawn is calculated.
When I increase the jump(xx.x), fewer mobs there is, but I want to know the exact scale.
Also, the netherDarkImp doesn't have any scale, why?
In order to replace 75% of imp to easy mobs and 25% to medium ones.


You probably don't want to use that method. You should use RandomSpawner instead. Using your method, the most powerful monsters only have a chance to spawn if the less powerful monsters don't--they don't "share" a common percentage. Using RandomSpawner, you can easily associate weighted spawn percentage to specific monsters. Check out the "use of parameters" section specifically.

mikrani wrote: 2) And if there is a way to manipulate the megawad in order to code a selected map for mob swap but also :
the textures which can be different from a map to another one.
In that case, I found 2 maps on the web, containing 2 kind of textures totaly different, when I regrouped the maps to a unique wad, one of the map is missing his texture. (white walls appear)

This sounds like you probably have a resource conflict. Do both maps use the TEXTUREx format? Because if so, the second map's TEXTUREx is probably overwriting the first map's TEXTUREx. I'd say try converting them from TEXTUREx to TEXTURES first; loading multiple TEXTURES lumps at once works better. But beyond that, you'll probably have to do some manual work cleaning up and ensuring there's no conflicts in patch and texture names. Luckily, Doom Builder's find-and-replace mode also lets you select textures by name, too, so you can change a bunch quickly if need be.

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  • mikrani
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8 years 10 months ago - 8 years 10 months ago #14 by mikrani
Replied by mikrani on topic Looking for help adding mobs & weaps
Hello,

I did the simple way to start but 3 mobs wasn't replace : the revenant, the mancubus and the arachnotron, can you explain me what i did wrong?

here is what i did :

ACTOR DoomImpReplacer : RandomSpawner replaces ZombieMan
{
DropItem "BeamGuy"
}
ACTOR DoomImpReplacer : RandomSpawner replaces ShotgunGuy
{
DropItem "ASGGUY"
}
ACTOR DoomImpReplacer : RandomSpawner replaces ChaingunGuy
{
DropItem "Catharsi"
}
ACTOR DoomImpReplacer : RandomSpawner replaces Demon
{
DropItem "BloodDemonClone"
}
ACTOR DoomImpReplacer : RandomSpawner replaces LostSoul
{
DropItem "PoinsonSoul"
}
ACTOR DoomImpReplacer : RandomSpawner replaces Cacodemon
{
DropItem "Agathodemon"
}
ACTOR DoomImpReplacer : RandomSpawner replaces HellKnight
{
DropItem "HellstormArchon"
}
ACTOR DoomImpReplacer : RandomSpawner replaces BaronOfHell
{
DropItem "ProfaneOne"
}
ACTOR DoomImpReplacer : RandomSpawner replaces Arachanotron
{
DropItem "FusionSpider"
}
ACTOR DoomImpReplacer : RandomSpawner replaces PainElemental
{
DropItem "Inferno"
}
ACTOR DoomImpReplacer : RandomSpawner replaces Revenant
{
DropItem "BeamRevenant"
}
ACTOR DoomImpReplacer : RandomSpawner replaces Mancubus
{
DropItem "Hellrose"
}
ACTOR DoomImpReplacer : RandomSpawner replaces ArchVile
{
DropItem "TornadoDemon"
}
ACTOR DoomImpReplacer : RandomSpawner replaces SpiderMastermind
{
DropItem "Demolisher"
}
ACTOR DoomImpReplacer : RandomSpawner replaces CyberDemon
{
DropItem "Superdemon"
}
Last edit: 8 years 10 months ago by mikrani.

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  • MagicWazard
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8 years 10 months ago #15 by MagicWazard
Replied by MagicWazard on topic Looking for help adding mobs & weaps
"Arachnotron" is spelled wrong (there's an extra "a"). The actor class name for "Mancubus" is actually "Fatso", so your spawner will have to replace "Fatso" instead of "Mancubus". Not sure why Revenant wouldn't work, though.

Also, just as an aside, if you want each monster to be replaced by one very specific monster, you don't need to create a special actor class just to do that--each individual custom monster can define which stock monster you want it to replace. For example:
actor BeamGuy replaces Zombieman 12328

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  • Blue Shadow
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8 years 10 months ago #16 by Blue Shadow
Replied by Blue Shadow on topic Looking for help adding mobs & weaps
You should give each actor you create a unique name. All of your spawners have DoomImpReplacer as their name, which is a bad thing to do.

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  • mikrani
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8 years 10 months ago #17 by mikrani
Replied by mikrani on topic Looking for help adding mobs & weaps
I managed to make it work ty.

Now i am trying to replace weapons from a megawad intituled : temple of the lizardm men 3 which already have new weapons (which I dislike)
I want to replace all weapons to heretic style, but I can't replace them, I was only able to ADD the new weapons.

I am using the method we previously talked about:
actor NewDoomPlayer : DoomPlayer
{
Player.StartItem "AngledPistol"
Player.StartItem "Fist"
Player.StartItem "Clip", 50
Player.WeaponSlot 2, AngledPistol
}

gameinfo
{
PlayerClasses = "NewDoomPlayer"
}


It is working with other wad, but not this one.

Also, there is already 3 classes in this wad, all have the same weapons, it is just about the skin.

I tryed to give a look to files on XWE but... I am lost.

I am wondering if the weapons are protected/blocked or something like that?

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  • mikrani
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8 years 10 months ago #18 by mikrani
Replied by mikrani on topic Looking for help adding mobs & weaps
Does anyone know where I can find others BFG weapons?
I don't find any there with a big blast type.
I am Just looking for a new skin of the weapon.

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  • ozymandias81
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8 years 10 months ago #19 by ozymandias81
Replied by ozymandias81 on topic Looking for help adding mobs & weaps

mikrani wrote: Does anyone know where I can find others BFG weapons?
I don't find any there with a big blast type.
I am Just looking for a new skin of the weapon.

What about these ones ? Check the Album Title for credits.

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  • mikrani
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8 years 10 months ago #20 by mikrani
Replied by mikrani on topic Looking for help adding mobs & weaps
That's a nice bfg thanks.

I tried to replace the sprites, but I only was able to make 5 sprites to work :
BFUGAO as item pick up
BFGGAO as fire state 1
BFGGBO as fire state 2
BFGFB0 as fire state 3
BFGFA0 as select/deselect

Knowning that fire state has 7 sprites.

How am I supose to proceed?

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