Looking for help adding mobs & weaps
- mikrani
- Topic Author
- Dark Imp
- Posts: 10
I am kinda new and discovered doom modding recently.
I was looking to add some mobs to a map but after several hours of test, i am still wondering how i am supposed to do.
I have tryed with XWE and looked for the "number" of the mobs like i saw on youtube tutorials but i don't find any.
Could you please help me?
Thank you.
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- MagicWazard
- Moderator
- Posts: 808
The Super Shotgunner is an example of a custom monster that already has its editor number set; that guy can be added to a map with no additional work. The Rapid Fire Trooper has both an editor number, and the Monsters category tag for editor sorting purposes. If your map editor doesn't allow you to place either of them, I suspect your map is in the "wrong" format to use custom actors.
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- mikrani
- Topic Author
- Dark Imp
- Posts: 10
Thanks.
Also, I met 2 other problems
First one: I wanted to add a monster into a map but, i was unable to do it because... it looked this : http://fr.tinypic.com/view.php?pic=2ag2tf9&s=6
Is this a bug? can I managed to add mob into this map?
By the way, It is not my map.
2nd problem : by replacing a weapon. I merged a pistol wad with XWE to a map wad. It worked, the pistol is here, but I wanted it to be replaced by the original one, not having 2 kind of pistol.
Also is it possible to add heretic style weapon for doom wads? I tryed but it doesn't worked.
Any help are welcome.
Thanks for you time!
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- MagicWazard
- Moderator
- Posts: 808
I'm guessing it's a problem with the map format. I see it's loaded as "Doom in Doom" format, which is not a format you can use for adding custom content to. As for the glitches? If the map was originally in Hexen or UDMF format, that could cause all the map vertices to get screwed up due to how those map formats save their vertex data. Try reopening the map as "Doom in Hexen"; if that doesn't work, try reopening it as "Doom in UDMF". (Note that you'll have to open the map fresh each time; you can't just change the format while the map is open.)mikrani wrote: Also, I met 2 other problems
First one: I wanted to add a monster into a map but, i was unable to do it because... it looked this : http://fr.tinypic.com/view.php?pic=2ag2tf9&s=6
Is this a bug? can I managed to add mob into this map?
By the way, It is not my map.
I'm a little unsure of the problem. If I understand correctly, you're getting a custom pistol, but you want the original pistol? What's the "pistol wad" you used, and what's it do? If you just want to drop standard pistols into a map, you don't need a whole new weapon definition--you could make a WeaponGiver that provides the existing pistol.mikrani wrote: 2nd problem : by replacing a weapon. I merged a pistol wad with XWE to a map wad. It worked, the pistol is here, but I wanted it to be replaced by the original one, not having 2 kind of pistol.
Also is it possible to add heretic style weapon for doom wads? I tryed by it doens't worked.
Also, adding Heretic-style weapons into Doom is totally possible, though again, it depends on the map format you're using as well as a few other factors. Offhand I can't say why it's not working yet.
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- mikrani
- Topic Author
- Dark Imp
- Posts: 10
2) About the weapon trouble : Apologies, I meant that I want to replace the original pistol skin by the new one : The Angled Pistol.
I only managed to have both, instead of removing the original pistol.
I also tryed again with heretic style weapons, some are working without any problem, but most of them are not. And I must say I realy want to try them. Like the Blood Scepter, I tryed to merge it with XWE but nothing happen. Is there another way to replace a weapon?
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- MagicWazard
- Moderator
- Posts: 808
Here's a quick example.
In DECORATE, create a new player class that inherits from DoomPlayer, and give it your new starting pistol. Inheriting from the original class means you don't have to redefine most of the basic properties.
Then, in MAPINFO, create a GAMEINFO block that makes your new player class the selectable class. If you don't do this, then you'll default to using the original player class, and you'll get the original pistol still!
Lastly, to make sure your new player's real-time lights work correctly in GZDoom, add this to GLDEFS; otherwise, your new player won't cast lights when shooting.
Let me know if this works!
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- mikrani
- Topic Author
- Dark Imp
- Posts: 10
As you can see, I added the sentences in DECORATE of ''the Angled pistol'' wad
Then the second sentence in the begining of the MAPINFO of the map wad, And I had a fatal error when running the map with zdoom. WAD is sunlust megawad.
And can you explain me what is GLDEFS?
thanks
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- MagicWazard
- Moderator
- Posts: 808
Yeah, for your default map section, you need brackets before and after "nocrouch" and "nojump". So like this:mikrani wrote: Well, it didn't work, maybe(surely) because I did it wrong, check the picture.
As you can see, I added the sentences in DECORATE of ''the Angled pistol'' wad
Then the second sentence in the begining of the MAPINFO of the map wad, And I had a fatal error when running the map with zdoom. WAD is sunlust megawad.
And can you explain me what is GLDEFS?
thanks
It looks like all the individual map definitions will probably cause the same problem, judging from the picture. Right now they're all:
when they should have brackets like this:
Also, you put your definition for NewDoomPlayer INSIDE of the definition for AngledPistol. It's grouped in with AngledPistol's states. ZDoom's going to throw an error for that, too. Make sure that your definition for NewDoomPlayer is past the brackets for AngledPistol. Don't forget also that you can put empty blank lines in between actor definitions to put space between blocks of code and keep organization tidy.
Anyways, I'd suggest working out the details of the pistol before you start messing around with custom maps, just because that way you'll have fewer variables to worry about when trying to get this stuff working. Don't forget that ZDoom allows you to load as many custom WADs and PK3s at once as you want, so you can load the pistol up separately from the map pack once they are both proven to work individually.
GLDEFS , in a nutshell, manages some GZDoom graphics features such as real-time lighting and brightmaps. They aren't necessary to run, but they look cool.
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- mikrani
- Topic Author
- Dark Imp
- Posts: 10
I created a MAPINFO inside the weapon wad and it worked fine. It also solved my trouble with heretic style weapon.
Thank you very much.
I have another question if you don't mind.
I want to replace a enemy category to another one.
For exemple, the imp to another monster like the Cybruiser.
Is it possible to select all imp from a map at once? not selecting them one by one? because some map contain several of them.
Thanks again.
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- Blue Shadow
- Administrator
- Posts: 1129
For reference: http://zdoom.org/wiki/Classes:RandomSpawner
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