The Arch Heinous - Under Revision.
- solarsnowfall
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Check your port version. I dunno what versions are currently the latest, and I'm not even sure, if you're not talking about GZDoom... but the info you got always means an incompatibile version IMO.bastetfurry wrote:Got an error
Script error, "DECORATE" line 455: Exepted ')', got ','.
EDIT: Its the line:
COMT D 0 Radius_Quake(5, 35, 0, 128, 6)
- solarsnowfall
- Persecution Complex
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- solarsnowfall
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- solarsnowfall
- Persecution Complex
- Posts: 363
- Joined: Fri Aug 05, 2005 8:51
- solarsnowfall
- Persecution Complex
- Posts: 363
- Joined: Fri Aug 05, 2005 8:51
Progress Report
To give you an idea of what I'm doing here, what once was
is now
And also, the "big" attacks are generated by ACS now. Some things just can't be done in DECORATE alone, even though 96x (and likewise GZDoom) have the best DECORATE features of the ZDoom ports.
To give you an idea of what I'm doing here, what once was
Code: Select all
ACTOR FireBlast
{
Radius 8
Height 0
Damage 2
Speed 15
+FireDamage
+Missile
+NoGravity
RenderStyle Add
Alpha .5
States
{
Spawn:
FBL1 BCCDDE 3 BRIGHT
Stop
Death:
FBL1 CDE 6 BRIGHT
Stop
}
}
Code: Select all
Actor FireBlastExM
{
+Missile
+NoGravity
RenderStyle Add
Alpha .5
States
{
Spawn:
FBL1 M 1
FBL1 M 1 A_SetTranslucent(.45, 1)
FBL1 M 1 A_SetTranslucent(.4, 1)
FBL1 M 1 A_SetTranslucent(.35, 1)
FBL1 M 1 A_SetTranslucent(.3, 1)
FBL1 M 1 A_SetTranslucent(.25, 1)
FBL1 M 1 A_SetTranslucent(.2, 1)
FBL1 M 1 A_SetTranslucent(.15, 1)
FBL1 M 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExL : FireBlastExM
{
States
{
Spawn:
FBL1 L 1
FBL1 L 1 A_SetTranslucent(.45, 1)
FBL1 L 1 A_SetTranslucent(.4, 1)
FBL1 L 1 A_SetTranslucent(.35, 1)
FBL1 L 1 A_SetTranslucent(.3, 1)
FBL1 L 1 A_SetTranslucent(.25, 1)
FBL1 L 1 A_SetTranslucent(.2, 1)
FBL1 L 1 A_SetTranslucent(.15, 1)
FBL1 L 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExK : FireBlastExM
{
States
{
Spawn:
FBL1 K 1
FBL1 K 1 A_SetTranslucent(.45, 1)
FBL1 K 1 A_SetTranslucent(.4, 1)
FBL1 K 1 A_SetTranslucent(.35, 1)
FBL1 K 1 A_SetTranslucent(.3, 1)
FBL1 K 1 A_SetTranslucent(.25, 1)
FBL1 K 1 A_SetTranslucent(.2, 1)
FBL1 K 1 A_SetTranslucent(.15, 1)
FBL1 K 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExJ : FireBlastExM
{
States
{
Spawn:
FBL1 J 1
FBL1 J 1 A_SetTranslucent(.45, 1)
FBL1 J 1 A_SetTranslucent(.4, 1)
FBL1 J 1 A_SetTranslucent(.35, 1)
FBL1 J 1 A_SetTranslucent(.3, 1)
FBL1 J 1 A_SetTranslucent(.25, 1)
FBL1 J 1 A_SetTranslucent(.2, 1)
FBL1 J 1 A_SetTranslucent(.15, 1)
FBL1 J 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExI : FireBlastExM
{
States
{
Spawn:
FBL1 I 1
FBL1 I 1 A_SetTranslucent(.45, 1)
FBL1 I 1 A_SetTranslucent(.4, 1)
FBL1 I 1 A_SetTranslucent(.35, 1)
FBL1 I 1 A_SetTranslucent(.3, 1)
FBL1 I 1 A_SetTranslucent(.25, 1)
FBL1 I 1 A_SetTranslucent(.2, 1)
FBL1 I 1 A_SetTranslucent(.15, 1)
FBL1 I 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExH : FireBlastExM
{
States
{
Spawn:
FBL1 H 1
FBL1 H 1 A_SetTranslucent(.45, 1)
FBL1 H 1 A_SetTranslucent(.4, 1)
FBL1 H 1 A_SetTranslucent(.35, 1)
FBL1 H 1 A_SetTranslucent(.3, 1)
FBL1 H 1 A_SetTranslucent(.25, 1)
FBL1 H 1 A_SetTranslucent(.2, 1)
FBL1 H 1 A_SetTranslucent(.15, 1)
FBL1 H 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExG : FireBlastExM
{
States
{
Spawn:
FBL1 G 1
FBL1 G 1 A_SetTranslucent(.45, 1)
FBL1 G 1 A_SetTranslucent(.4, 1)
FBL1 G 1 A_SetTranslucent(.35, 1)
FBL1 G 1 A_SetTranslucent(.3, 1)
FBL1 G 1 A_SetTranslucent(.25, 1)
FBL1 G 1 A_SetTranslucent(.2, 1)
FBL1 G 1 A_SetTranslucent(.15, 1)
FBL1 G 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExF : FireBlastExM
{
States
{
Spawn:
FBL1 F 1
FBL1 F 1 A_SetTranslucent(.45, 1)
FBL1 F 1 A_SetTranslucent(.4, 1)
FBL1 F 1 A_SetTranslucent(.35, 1)
FBL1 F 1 A_SetTranslucent(.3, 1)
FBL1 F 1 A_SetTranslucent(.25, 1)
FBL1 F 1 A_SetTranslucent(.2, 1)
FBL1 F 1 A_SetTranslucent(.15, 1)
FBL1 F 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExB : FireBlastExM
{
States
{
Spawn:
FBL1 B 1
FBL1 B 1 A_SetTranslucent(.45, 1)
FBL1 B 1 A_SetTranslucent(.4, 1)
FBL1 B 1 A_SetTranslucent(.35, 1)
FBL1 B 1 A_SetTranslucent(.3, 1)
FBL1 B 1 A_SetTranslucent(.25, 1)
FBL1 B 1 A_SetTranslucent(.2, 1)
FBL1 B 1 A_SetTranslucent(.15, 1)
FBL1 B 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExS : FireBlastExM
{
States
{
Spawn:
FBL1 S 1
FBL1 S 1 A_SetTranslucent(.45, 1)
FBL1 S 1 A_SetTranslucent(.4, 1)
FBL1 S 1 A_SetTranslucent(.35, 1)
FBL1 S 1 A_SetTranslucent(.3, 1)
FBL1 S 1 A_SetTranslucent(.25, 1)
FBL1 S 1 A_SetTranslucent(.2, 1)
FBL1 S 1 A_SetTranslucent(.15, 1)
FBL1 S 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExT : FireBlastExM
{
States
{
Spawn:
FBL1 T 1
FBL1 T 1 A_SetTranslucent(.45, 1)
FBL1 T 1 A_SetTranslucent(.4, 1)
FBL1 T 1 A_SetTranslucent(.35, 1)
FBL1 T 1 A_SetTranslucent(.3, 1)
FBL1 T 1 A_SetTranslucent(.25, 1)
FBL1 T 1 A_SetTranslucent(.2, 1)
FBL1 T 1 A_SetTranslucent(.15, 1)
FBL1 T 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExC : FireBlastExM
{
States
{
Spawn:
FBL1 C 1 A_SetTranslucent(.45, 1)
FBL1 C 1 A_SetTranslucent(.4, 1)
FBL1 C 1 A_SetTranslucent(.35, 1)
FBL1 C 1 A_SetTranslucent(.3, 1)
FBL1 C 1 A_SetTranslucent(.25, 1)
FBL1 C 1 A_SetTranslucent(.2, 1)
FBL1 C 1 A_SetTranslucent(.15, 1)
FBL1 C 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExN : FireBlastExM
{
States
{
Spawn:
FBL1 N 1 A_SetTranslucent(.4, 1)
FBL1 N 1 A_SetTranslucent(.35, 1)
FBL1 N 1 A_SetTranslucent(.3, 1)
FBL1 N 1 A_SetTranslucent(.25, 1)
FBL1 N 1 A_SetTranslucent(.2, 1)
FBL1 N 1 A_SetTranslucent(.15, 1)
FBL1 N 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExD : FireBlastExM
{
States
{
Spawn:
FBL1 D 1 A_SetTranslucent(.35, 1)
FBL1 D 1 A_SetTranslucent(.3, 1)
FBL1 D 1 A_SetTranslucent(.25, 1)
FBL1 D 1 A_SetTranslucent(.2, 1)
FBL1 D 1 A_SetTranslucent(.15, 1)
FBL1 D 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExO : FireBlastExM
{
States
{
Spawn:
FBL1 O 1 A_SetTranslucent(.3, 1)
FBL1 O 1 A_SetTranslucent(.25, 1)
FBL1 O 1 A_SetTranslucent(.2, 1)
FBL1 O 1 A_SetTranslucent(.15, 1)
FBL1 O 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExE : FireBlastExM
{
States
{
Spawn:
FBL1 E 1 A_SetTranslucent(.25, 1)
FBL1 E 1 A_SetTranslucent(.2, 1)
FBL1 E 1 A_SetTranslucent(.15, 1)
FBL1 E 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExP : FireBlastExM
{
States
{
Spawn:
FBL1 P 1 A_SetTranslucent(.2, 1)
FBL1 P 1 A_SetTranslucent(.15, 1)
FBL1 P 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExQ : FireBlastExM
{
States
{
Spawn:
FBL1 Q 1 A_SetTranslucent(.15, 1)
FBL1 Q 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExR : FireBlastExM
{
States
{
Spawn:
FBL1 R 1 A_SetTranslucent(.1, 1)
Stop
}
}
ACTOR FireBlast
{
Radius 8
Height 0
Damage 2
Speed 10
+FireDamage
+Missile
+NoGravity
RenderStyle Add
Alpha .5
States
{
Spawn:
FBL1 M 1 Bright A_CustomMissile("FireBlastExM", 0, 0, 0)
FBL1 L 1 Bright A_CustomMissile("FireBlastExL", 0, 0, 0)
FBL1 K 1 Bright A_CustomMissile("FireBlastExK", 0, 0, 0)
FBL1 J 1 Bright A_CustomMissile("FireBlastExJ", 0, 0, 0)
FBL1 I 1 Bright A_CustomMissile("FireBlastExI", 0, 0, 0)
FBL1 H 1 Bright A_CustomMissile("FireBlastExH", 0, 0, 0)
FBL1 G 1 Bright A_CustomMissile("FireBlastExG", 0, 0, 0)
FBL1 F 1 Bright A_CustomMissile("FireBlastExF", 0, 0, 0)
FBL1 B 1 Bright A_CustomMissile("FireBlastExB", 0, 0, 0)
FBL1 S 1 Bright A_CustomMissile("FireBlastExS", 0, 0, 0)
FBL1 T 1 Bright A_CustomMissile("FireBlastExT", 0, 0, 0)
FBL1 C 0 Bright A_SetTranslucent(.45, 1)
FBL1 C 1 Bright A_CustomMissile("FireBlastExC", 0, 0, 0)
FBL1 N 0 Bright A_SetTranslucent(.4, 1)
FBL1 N 1 Bright A_CustomMissile("FireBlastExN", 0, 0, 0)
FBL1 D 0 Bright A_SetTranslucent(.35, 1)
FBL1 D 1 Bright A_CustomMissile("FireBlastExD", 0, 0, 0)
FBL1 O 0 Bright A_SetTranslucent(.3, 1)
FBL1 O 1 Bright A_CustomMissile("FireBlastExO", 0, 0, 0)
FBL1 E 0 Bright A_SetTranslucent(.25, 1)
FBL1 E 1 Bright A_CustomMissile("FireBlastExE", 0, 0, 0)
FBL1 P 0 Bright A_SetTranslucent(.2, 1)
FBL1 P 1 Bright A_CustomMissile("FireBlastExP", 0, 0, 0)
FBL1 Q 0 Bright A_SetTranslucent(.15, 1)
FBL1 Q 1 Bright A_CustomMissile("FireBlastExQ", 0, 0, 0)
FBL1 R 0 Bright A_SetTranslucent(.1, 1)
FBL1 R 1 Bright A_CustomMissile("FireBlastExR", 0, 0, 0)
Stop
Death:
FBL1 C 0 Bright A_SetTranslucent(.45, 1)
FBL1 C 1 Bright A_CustomMissile("FireBlastExC", 0, 0, 0)
FBL1 N 0 Bright A_SetTranslucent(.4, 1)
FBL1 N 1 Bright A_CustomMissile("FireBlastExN", 0, 0, 0)
FBL1 D 0 Bright A_SetTranslucent(.35, 1)
FBL1 D 1 Bright A_CustomMissile("FireBlastExD", 0, 0, 0)
FBL1 O 0 Bright A_SetTranslucent(.3, 1)
FBL1 O 1 Bright A_CustomMissile("FireBlastExO", 0, 0, 0)
FBL1 E 0 Bright A_SetTranslucent(.25, 1)
FBL1 E 1 Bright A_CustomMissile("FireBlastExE", 0, 0, 0)
FBL1 P 0 Bright A_SetTranslucent(.2, 1)
FBL1 P 1 Bright A_CustomMissile("FireBlastExP", 0, 0, 0)
FBL1 Q 0 Bright A_SetTranslucent(.15, 1)
FBL1 Q 1 Bright A_CustomMissile("FireBlastExQ", 0, 0, 0)
FBL1 R 0 Bright A_SetTranslucent(.1, 1)
FBL1 R 1 Bright A_CustomMissile("FireBlastExR", 0, 0, 0)
Stop
}
}