Moloch issue

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Powerman
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Moloch issue

#1

Post by Powerman » Mon May 26, 2014 7:55 pm

When I try to summon him, he doesn't stating that his "class" doesn't exist. He is also from realm667. I would love to have him, if no one can figure it out, I won't use him but Man I'd be bummed. Thanks in advance for your efforts![spoiler]//Moloch is a vicious cybernetic monster. It has a devastating array of attacks: a lightning attack, a grenade attack, a nailgun, and a wraith-spitting attack.
//This monster is able to chain its attacks together in order to produce devastating combos. It will always chain each attack together randomly, so you may never know what attack may come next in the chain.

ACTOR Moloch 6666
{
health 7000
radius 50
height 125
mass 8000
speed 20
scale 1.1
painchance 15
damage 20
Damagefactor "Moloch", 0
Obituary "%o was sacrificed to Moloch."
HitObituary "%o got shredded by Moloch's claws."
seesound "moloch/sight"
painsound "moloch/pain"
deathsound "moloch/death"
activesound "moloch/active"
bloodcolor orange
MONSTER
+BOSS
+QUICKTORETALIATE
+FLOORCLIP
+NORADIUSDMG
+MISSILEMORE
+MISSILEEVENMORE
+DONTMORPH
+NOICEDEATH
+DONTHURTSPECIES
+NOTARGET
+TELESTOMP
states
{
Spawn:
MOLO AB 10 A_Look
Loop
See:
MOLO AA 4 A_Chase
MOLO B 0 A_PlaySound("moloch/step")
MOLO BB 4 A_Chase
MOLO CC 4 A_Chase
MOLO D 0 A_PlaySound("moloch/step")
MOLO DD 4 A_Chase
Loop
Missile:
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_Jump (256,"Missile1","Missile2","Missile3","Missile4")
Missile1:
MOLO H 0 Bright A_PlaySound("moloch/attack")
MOLO HH 14 A_FaceTarget
MOLO I 10 A_CustomMissile ("MolochThunderbolt",65,0,0,0)
MOLO I 0 A_Jump (70,"Missile1","Missile2","Missile3","Missile4","See")
Goto See
Missile2:
TNT1 A 0 A_CheckSight ("See")
MOLO F 0 Bright A_PlaySound("moloch/attack")
MOLO F 12 A_FaceTarget
MOLO E 6 A_CustomMissile("HellGrenade", 60,0,random(-10,10),2,random(-5,20))
MOLO F 2 A_FaceTarget
MOLO E 6 A_CustomMissile("HellGrenade", 60,0,random(-10,10),2,random(-5,20))
MOLO F 2 A_FaceTarget
MOLO E 6 A_CustomMissile("HellGrenade", 60,0,random(-10,10),2,random(-5,20))
MOLO F 2 A_FaceTarget
MOLO E 6 A_CustomMissile("HellGrenade", 60,0,random(-10,10),2,random(-5,20))
MOLO F 2 A_FaceTarget
MOLO E 6 A_CustomMissile("HellGrenade", 60,0,random(-10,10),2,random(-5,20))
MOLO F 2 A_FaceTarget
MOLO E 6 A_CustomMissile("HellGrenade", 60,0,random(-10,10),2,random(-5,20))
MOLO F 2 A_FaceTarget
MOLO E 6 A_CustomMissile("HellGrenade", 60,0,random(-10,10),2,random(-5,20))
MOLO F 2 A_FaceTarget
MOLO E 6 A_CustomMissile("HellGrenade", 60,0,random(-10,10),2,random(-5,20))
MOLO F 2 A_FaceTarget
MOLO E 6 A_CustomMissile("HellGrenade", 60,0,random(-10,10),2,random(-5,20))
MOLO F 2 A_FaceTarget
MOLO F 0 A_Jump (70,"Missile1","Missile2","Missile3","Missile4","See")
Goto See
Missile3:
MOLO F 0 A_PlaySound ("moloch/attack")
MOLO F 25 A_FaceTarget
MOLO E 1 A_FaceTarget
MOLO G 1 A_CustomMissile ("MolochNail", 55,random(-10,10),random(-1,1),0)
MOLO G 0 A_PlaySound("moloch/nail")
MOLO E 1 A_FaceTarget
MOLO G 1 A_CustomMissile ("MolochNail", 55,random(-10,10),random(-1,1),0)
MOLO G 0 A_PlaySound("moloch/nail")
MOLO G 0 A_Jump (10, "Missile1","Missile2","Missile3","Missile4","See")
MOLO G 1 A_SpidRefire
Goto Missile3+5
Missile4:
MOLO H 0 Bright A_PlaySound("moloch/attack")
MOLO HH 14 A_FaceTarget
TNT1 A 0 A_CheckSight ("See")
MOLO I 5 A_FaceTarget
MOLO I 0 A_PainAttack("MolochWraith")
MOLO I 5 A_FaceTarget
MOLO I 0 A_PainAttack("MolochWraith")
MOLO I 5 A_FaceTarget
MOLO I 0 A_PainAttack("MolochWraith")
MOLO I 5 A_FaceTarget
MOLO I 0 A_PainAttack("MolochWraith")
MOLO I 5 A_FaceTarget
MOLO I 0 A_DualPainAttack("MolochWraith")
MOLO I 5 A_FaceTarget
MOLO I 0 A_DualPainAttack("MolochWraith")
MOLO I 5 A_FaceTarget
MOLO I 0 A_Jump (70,"Missile1","Missile2","Missile3","Missile4","See")
Goto See
Pain:
MOLO H 0 A_Pain
MOLO H 0 Radius_Quake(15,15,0,40,0)
MOLO H 0 A_CustomMissile("MolochScorch",0,0,30,0)
MOLO H 0 A_CustomMissile("MolochScorch",0,0,60,0)
MOLO H 0 A_CustomMissile("MolochScorch",0,0,90,0)
MOLO H 0 A_CustomMissile("MolochScorch",0,0,120,0)
MOLO H 0 A_CustomMissile("MolochScorch",0,0,150,0)
MOLO H 0 A_CustomMissile("MolochScorch",0,0,180,0)
MOLO H 0 A_CustomMissile("MolochScorch",0,0,210,0)
MOLO H 0 A_CustomMissile("MolochScorch",0,0,240,0)
MOLO H 0 A_CustomMissile("MolochScorch",0,0,270,0)
MOLO H 0 A_CustomMissile("MolochScorch",0,0,300,0)
MOLO H 0 A_CustomMissile("MolochScorch",0,0,330,0)
MOLO H 0 A_CustomMissile("MolochScorch",0,0,0,0)
MOLO H 10
goto See
Death:
MOLO J 14 A_ScreamAndUnblock
MOLO K 14 A_KillChildren
MOLO L 14
MOLO MNONMNONMNO 7
MOLO P 6
MOLO Q 6
MOLO Q 0 A_CustomMissile ("MolochDeathFire",0,0,0,0)
MOLO Q 0 Radius_Quake(40,60,0,40,0)
MOLO Q 0 A_PlaySound ("moloch/thud")
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 0)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 10)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 20)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 30)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 40)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 50)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 60)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 70)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 80)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 90)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 100)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 110)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 120)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 130)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 140)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 150)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 160)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 180)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 190)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 200)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 210)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 220)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 230)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 240)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 250)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 260)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 270)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 280)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 290)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 300)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 310)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 320)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 330)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 340)
MOLO Q 0 A_CustomMissile("MolochQuake", 0, -48, 350)
MOLO R -1 A_BossDeath
stop
}
}


//Moloch's grenade attack. These grenades spawn explosive embers upon death.
ACTOR HellGrenade
{
Radius 10
Height 10
Speed 35
Damage 20
RENDERSTYLE Normal
Damagetype "Fire"
Scale 1.2
PROJECTILE
+EXTREMEDEATH
-NOGRAVITY
+DOOMBOUNCE
DONTHURTSHOOTER
Seesound "moloch/grenade"
DeathSound "moloch/grenexp"
States
{
Spawn:
HGRN AB 3 Bright A_SpawnItemEX("HellSmoke",0,0,0,0,0,0,0,2)
loop
Death:
XPL1 A 0 Bright A_SetTranslucent (0.75,1)
XPL1 A 2 Bright A_Explode
XPL1 A 0 Bright A_CustomMissile("HellGrenadeEmber",random(3,10),0,random(1,90),2,random(1,75))
XPL1 A 0 Bright A_CustomMissile("HellGrenadeEmber",random(3,10),0,random(1,90),2,random(1,75))
XPL1 A 0 Bright A_CustomMissile("HellGrenadeEmber",random(3,10),0,random(91,180),2,random(1,75))
XPL1 A 0 Bright A_CustomMissile("HellGrenadeEmber",random(3,10),0,random(91,180),2,random(1,75))
XPL1 A 0 Bright A_CustomMissile("HellGrenadeEmber",random(3,10),0,random(181,270),2,random(1,75))
XPL1 A 0 Bright A_CustomMissile("HellGrenadeEmber",random(3,10),0,random(181,270),2,random(1,75))
XPL1 A 0 Bright A_CustomMissile("HellGrenadeEmber",random(3,10),0,random(271,359),2,random(1,75))
XPL1 A 0 Bright A_CustomMissile("HellGrenadeEmber",random(3,10),0,random(271,359),2,random(1,75))
XPL1 BCDEF 2 Bright
stop
}
}

ACTOR HellGrenadeEmber
{
Radius 5
Height 5
Speed 15
Damage 5
PROJECTILE
RENDERSTYLE Add
Alpha 0.90
Decal DoomImpScorch
Damagetype "Fire"
DONTHURTSHOOTER
+THRUGHOST
-NOGRAVITY
DeathSound "moloch/emberexp"
States
{
Spawn:
BAL3 AB 2 Bright A_SpawnItemEX("RedSmoke",0,0,0,0,0,0,0,2)
loop
Death:
BAL3 CDE 4 Bright A_Explode
stop
}
}

ACTOR HellSmoke
{
Radius 0
Height 1
Speed 0
PROJECTILE
RENDERSTYLE Translucent
ALPHA 0.50
States
{
Spawn:
NULL A 3 Bright
SMK2 ABCDE 1 Bright
Stop
}
}

ACTOR RedSmoke
{
Radius 0
Height 1
Speed 0
PROJECTILE
RENDERSTYLE Add
ALPHA 0.85
States
{
Spawn:
NULL A 3 Bright
FBL1 CDEFG 1 Bright
Stop
}
}

//Moloch's counterattack. It shoots 12 of these whenever it's stunned. An effective way of retaliating against groups of smaller targets.
actor MolochScorch
{
radius 10
height 14
damage 10
speed 40
DamageType "Fire"
RenderStyle Add
alpha 0.90
Scale 0.90
Decal RocketScorch
seesound "moloch/scorch"
deathsound "moloch/scorchhit"
PROJECTILE
+DROPOFF
+FLOORHUGGER
+EXTREMEDEATH
+STRIFEDAMAGE
states
{
Spawn:
HBFR A 1 A_CStaffMissileSlither
HBFR B 1 A_CStaffMissileSlither
HBFR C 1 A_CStaffMissileSlither
Loop
Death:
HBFR DEFGH 5 bright
stop
}
}

//Moloch's lightning attack. It can tear through enemies and shoot lightning bolts.
ACTOR MolochThunderbolt
{
Radius 18
Height 12
Speed 45
Damage (random(25,50))
PROJECTILE
RENDERSTYLE Add
Alpha 0.90
Scale 1.3
Decal BFGScorch
Damagetype lightning
+THRUGHOST
+NODAMAGETHRUST
+FORCEXYBILLBOARD
+RIPPER
+STRIFEDAMAGE
SeeSound "moloch/thunder"
Deathsound "moloch/thundercrash"
States
{
Spawn:
ZAP7 ABCD 1 Bright A_SpawnItemEx("ThunderboltTrail", -(MomX/1.2), -(MomY/1.2), (MomZ/1.2*-1), (MomX/1.2), (MomY/1.2), (MomZ/1.2), -Angle, 138)
ZAP7 E 0 Bright A_CustomMissile("ThunderFlash",0,0,180,0)
ZAP7 E 0 Bright A_CustomMissile("ThunderFlash",0,0,90,0)
ZAP7 E 1 Bright A_CustomMissile("ThunderFlash",0,0,270,0)
loop
Death:
ZAP7 FGHIJK 4 Bright A_Explode
stop
}
}

Actor ThunderboltTrail
{
Scale 1.1
Damage 1
Projectile
RenderStyle Add
Alpha 0.8
+STRIFEDAMAGE
States
{
Spawn:
ZAP7 AABBCCDDEE 3 Bright A_FadeOut(0.04)
Loop
}
}

actor ThunderFlash
{
radius 6
height 8
damage 5
speed 50
Renderstyle Add
Alpha 0.90
seesound "moloch/flash"
deathsound "moloch/flashhit"
PROJECTILE
+BLOODLESSIMPACT
states
{
Spawn:
ZAP6 ABC 2 bright
loop
Death:
ZAP1 FEDCBA 1 bright A_Explode (10, 20, 1)
stop
}
}

//Moloch's earthquake attack. This is performed when Moloch dies. It can do incredible amounts of damage and can kill groups of weak enemies and severely damage strong ones.
ACTOR MolochQuake
{
Speed 8
Damage 15
Radius 12
Height 16
RenderStyle Translucent
Alpha 0.1
PROJECTILE
+DROPOFF
-NOGRAVITY
+FORCERADIUSDMG
+BLOODLESSIMPACT
+FloorHugger
+RIPPER
SeeSound "moloch/thud"
States
{
Spawn:
IDGA CCAABBCCC 10 A_Explode
Death:
IDGA C 1 A_Explode
Stop
}
}

//Moloch's wraith attack. They are actually monsters that will charge at you and slash you.
ACTOR MolochWraith
{
Health 20
Radius 12
Height 28
Mass 10
Speed 15
Damage 5
Damagefactor "Moloch", 0.01
RENDERSTYLE ADD
Obituary "%o fell to an unlucky victim of a sacrifice."
HitObituary "%o was slashed by a red wraith."
PAINCHANCE 200
MONSTER
+NOGRAVITY
+FLOAT
+DONTFALL
+DONTHURTSPECIES
+NOBLOOD
+NOEXPLODEFLOOR
+MISSILEMORE
AttackSound "moloch/wraithattack"
SeeSound "moloch/wraith"
PainSound "skull/melee"
DeathSound "moloch/wraithdie"
States
{
Spawn:
UNHE AB 10 A_Look
Loop
See:
UNHE AB 3 A_Chase
Loop
Missile:
UNHE A 10 A_FaceTarget
UNHE B 4 A_SkullAttack(45)
UNHE AB 4
Goto Missile+2
Melee:
UNHE A 5 A_FaceTarget
UNHE B 5 A_CustomMeleeAttack(10,"moloch/wraithmelee","none","Moloch")
Goto See
Pain:
UNHE A 3
UNHE A 3 A_Pain
Goto See
Death:
UNHE H 4 A_ScreamAndUnblock
UNHE IJKLM 5
Stop
}
}

//Moloch's nailgun attack. Moloch can fire flesh-ripping nails in rapid succesion. They can bounce off walls and floors.
actor MolochNail
{
radius 2
height 2
damage 6
speed 140
Scale 0.65
Decal BulletChip
Bouncecount 4
wallbouncefactor 2
attacksound "moloch/nailhitbleed"
PROJECTILE
+RIPPER
+HEXENBOUNCE
+SPAWNSOUNDSOURCE
+EXTREMEDEATH
+BLOODSPLATTER
+STRIFEDAMAGE
states
{
Spawn:
BLAD A 1 bright
loop
XDeath:
SMK2 A 0 A_PlaySound("moloch/nailhitbleed")
SMK2 ABCDE 2 A_SetTranslucent (0.10,1)
Stop
Crash:
6PUF A 0 A_PlaySound("moloch/nailhit")
6PUF ABCDEF 2 bright
Stop
Death:
6PUF A 0 A_PlaySound("moloch/nailhit")
6PUF ABCDEF 2 bright
Stop
}
}[/spoiler]
Edit: All it does is leave me the red diamond with the ! inside it.
Last edited by Powerman on Mon May 26, 2014 10:56 pm, edited 1 time in total.
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User avatar
Combinebobnt
Retired Staff / Community Team Member
Posts: 1907
Joined: Mon Jun 04, 2012 3:37 am
Location: Earth
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RE: Moloch issue

#2

Post by Combinebobnt » Mon May 26, 2014 11:27 pm

Did you put it in your wad?

Powerman
Forum Regular
Posts: 106
Joined: Mon Jul 02, 2012 2:45 am
Location: Places

RE: Moloch issue

#3

Post by Powerman » Mon May 26, 2014 11:42 pm

Yes it is in it's own wad.. wait I've discovered it's something wrong with my wad... damn it....
Last edited by Powerman on Tue May 27, 2014 12:05 am, edited 1 time in total.
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Also Now Every Wednesday is Brutal doom Co-op! Just Look For powerman in the name!

Powerman
Forum Regular
Posts: 106
Joined: Mon Jul 02, 2012 2:45 am
Location: Places

RE: Moloch issue

#4

Post by Powerman » Wed May 28, 2014 2:56 am

sorry for double post but if I move the thing down to the bottom of the wad it fixes that monster or item, but makes the thing that would raise up to it's position broken and not showing.
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Also Now Every Wednesday is Brutal doom Co-op! Just Look For powerman in the name!

User avatar
Ænima
Addicted to Zandronum
Posts: 3583
Joined: Tue Jun 05, 2012 6:12 pm

RE: Moloch issue

#5

Post by Ænima » Wed May 28, 2014 12:05 pm

Might have something to do with the SS_START and SS_END sprite markers.
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Powerman
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Posts: 106
Joined: Mon Jul 02, 2012 2:45 am
Location: Places

RE: Moloch issue

#6

Post by Powerman » Wed May 28, 2014 11:27 pm

how so?
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HexaDoken
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Joined: Wed Jul 04, 2012 8:27 am
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RE: Moloch issue

#7

Post by HexaDoken » Thu May 29, 2014 9:26 am

If attempting to summon him via console yields the message of inexistant class, then Moloch is not properly loaded.

Make sure his decorate file is actually called DECORATE or is included in the main decorate file if there is any.

If attempting to summon him via console yields no error but no effect either, chances are that the sprites are broken.

Moloch sprites must be between two empty lumps named SS_START and SS_END if you use wad format, or in Sprites folder if you use pk3 format.

Powerman
Forum Regular
Posts: 106
Joined: Mon Jul 02, 2012 2:45 am
Location: Places

RE: Moloch issue

#8

Post by Powerman » Sat May 31, 2014 7:10 pm

Well if I deleted the Moloch stuff (Decorate and everything else like sprites and snddef) and placed it at the end of the wad, then it worked but made something else not work with the non existant class error
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