Secondary missile attaks
hello again, this is another questions about the estructure of ded files.
I triying to create a secondary or alternate missile attak, the monsters are a two forms of dead, i wana create a secondary attak for example a monster attak whit fire ball but later and randomly form launch a rocket. i triying to intruce in the thing definitiona a xmissile state or missile state2 but dont work :P well its possible create a secondary attak?? tanks for adelanted
EDIT: NO replys, ( ok ok i have anhoter question about a sound, I create this object and his sound, its an a loop alarm sound, the code work and the sound play correctly the loop work but wen I start move the sound stop an dont play again.
this is the code of the object and sound.
I want our answers
I triying to create a secondary or alternate missile attak, the monsters are a two forms of dead, i wana create a secondary attak for example a monster attak whit fire ball but later and randomly form launch a rocket. i triying to intruce in the thing definitiona a xmissile state or missile state2 but dont work :P well its possible create a secondary attak?? tanks for adelanted
EDIT: NO replys, ( ok ok i have anhoter question about a sound, I create this object and his sound, its an a loop alarm sound, the code work and the sound play correctly the loop work but wen I start move the sound stop an dont play again.
this is the code of the object and sound.
#----------------------------------------------
- Alarma 8 tiempos -
#----------------------------------------------
Thing {
ID = "ALRM";
Name = "Alarma8T";
DoomEd number = 20033;
Spawn state = "ALRM";
See state = "NULL";
Pain state = "NULL";
Melee state = "NULL";
Missile state = "NULL";
Death state = "NULL";
Xdeath state = "NULL";
Raise state = "NULL";
See sound = "NULL";
Attack sound = "NULL";
Pain sound = "NULL";
Death sound = "NULL";
Active sound = "NULL";
Reaction time = 8;
Pain chance = 96;
Spawn health = 1000;
Speed = 24;
Radius = 24;
Height = 64;
Mass = 1000;
Flags = "mf_local";
}
State {
ID = "ALRM";
Sprite = "SNDO";
Frame = 0;
Tics = -1;
Next state = "ALRM";
}
#-----------------------------------------
Sound {
ID = "8Talarm"
Flags = shift2 | dontstop | repeat
Lump = "DSOOF"
Link pitch = -1
Link volume = -1
Priority = 60
Max channels = -1
EXT = "data/jDoom/Enviromental/8Talarm.wav"
}
Generator {
State = "ALRM"
Speed = .1
Speed rnd = 1
Spawn age = 1
Max age = 35
Particles = 1
Spawn rate = 1
Stage {
Type = "pt_point"
Gravity = 1
sound = "8Talarm"
Tics = 35
Rnd = 1
Radius = 1
Color { 0 0 0 0 }
}
}
#------------------------------------------------------------------
# MODEL DEFINITIONS
Model { State = "ALRM" Sub{}}
* Model { State = "ALRM"}
I want our answers
Comments
I don't understand what you are doing with the ALRM Thing in the above definition - is this intended as an ambient sound source?