ZDoom

Published November 12, 2006
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Unfortunately my Doom style state machine is actually pretty useless. I was playing a few ZDoom levels and the way it works is completely different then Doom.Net. Everything is scripted in ZDoom, whereas everything in Doom.Net is hard coded. So I've been spending the last couple days rewriting everything to work with ZDoom maps. In the process though I got the ability to load Hexen maps as well. It might sound weird to be adding ZDoom support now, but it was either rewrite a portion of the code or rewrite the whole "finished" game later, which would have been a huge pain.

If you have no idea what the hell I'm talking about, here's a sample ZDoom script for the zombie:
actor ZombieMan 3004{  spawnid 4  obituary "%o was killed by a zombieman."  health 20  radius 20  height 56  mass 100  speed 8  painchance 200  seesound "grunt/sight"  attacksound "grunt/attack"  painsound "grunt/pain"  deathsound "grunt/death"  activesound "grunt/active"  dropitem "Clip" 256  MONSTER  +FLOORCLIP  states  {  Spawn:    POSS AB 10 A_Look    loop  See:    POSS AABBCCDD 4 A_Chase    loop  Missile:    POSS E 10 A_FaceTarget    POSS F 8 A_PosAttack    POSS E 8    goto See  Pain:    POSS G 3    POSS G 3 A_Pain    goto See  Death:    POSS H 5    POSS I 5 A_Scream    POSS J 5 A_NoBlocking    POSS K 5    POSS L -1    stop  XDeath:    POSS M 5    POSS N 5 A_XScream    POSS O 5 A_NoBlocking    POSS PQRST 5    POSS U -1    stop  Raise:    POSS KJIH 5    goto See  }}


In theory all I should have to do is add in all the scripts from the various games and copy over the functions(like "A_Chase", etc..) and everything should magically work.

Here's a picture of some "Nightmare Demons" I got from Simplicity:
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