DECORATE Monsters: Howto, and The Do's and Dont's.

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DECORATE Monsters: Howto, and The Do's and Dont's.

#1

Post by CommanderKeenFsr » Thu Jan 02, 2014 12:44 am

DECORATE MONSTER TUTORIAL
Greetings! Today I'm going to teach any possible readers how to make a basic DECORATE-based monster.

This may take a bit getting used to, but once you actually learn it's quite easy. I've been doing it for quite a while.

GETTING STARTED:
To do this thing, you're gonna need these things.
-SLADE3
-Zandronum/ZDoom (Obv.)
-DecAssist (although this can be optional as you can input most things manually. It saves some time, however.)

THE OBVIOUS STUFF (only really necessary if you're REALLY new to this)
Step 1:
First, open up Slade3. Make a new WAD.
Image

Step 2:
Make a new LUMP. Name it "DECORATE" (caps not needed, as it does this automatically)
Image

Step 3:
Click on the lump and press the "Edit as Text" button.
Change the "Text Language" below to "ZDoom Decorate".
Image

Step 4:
Open up DecAssist. Right click on the tray icon.
You can use either these two things.
Image
"Select Editor" allows you to let DecAssist add the template which we are going to use automatically to SLADE3.
"Clipboard Mode" allows you to Paste it via CTRL+V or the Paste option on the right click menu.

(TIP: Remember to save often just in case something happens, such as a power outage, or if you accidentally close the program for some reason.)

Step 5:
Image
Once again, right click DecAssist.
Choose the following things that are shown. If you used the "Select Editor" option, it will automatically being typing out everything. If you used the clipboard option, press CTRL+V.

MAKING THE MONSTER A THING:

Step 1:
Image
Change the monster name to your liking. Make sure to give it a number like this at the end. What this does is give it an ID number so you can easily use it in map editors and such.

Step 2:
Image
Feel free to tweak the monster's stats as much as you want.


Step 3:
As shown above, I have given the monster sounds. These are the default Doom zombie grunt noises. If you want to use different default sounds, look here for the names of the sounds in ZDoom's default SNDINFO.
http://zdoom.org/wiki/Predefined_sounds
As this is a more basic tutorial, I'm not gonna go into making custom sounds...
....

Alright, I guess I will.

Step 3.5:
Make a new lump titled "SNDINFO". Below it, make another lump and name it whatever you want.
Image
As you can see, I decided to go ahead and be immature with my naming.
Before you ask, it's one of Duke Nukem's death yells from Duke3D.

In the SNDINFO lump, one again, open the lump as text and change the text language. This time to "ZDoom SNDINFO".

In the SNDINFO lump, you must type two things, seperated by a space.
Image
On the right side, type the name of the lump in which the sound is contained in. On the left will be what you use to identify it as in the monster's coding.
It's a bit easier to retain the same name on both sides, but you can do whatever you want. It could possibly help avoid any conflicts.

Step 4:
NOW we return to the monster itself.
Return back to the DECORATE lump and go to the "states" section, which is seperated by a {.
Below you will see several states, some put as strings as opposed to being actual states (those being the ones labelled with //s).

To explain what each of these mean...

-SPAWN is when the monster is first created. (obviously)
When it's first created, it will stay put and search for anyone who opposes it in it's sight.

Spawn:
PLAY AB 10 A_Look
loop

The letters A and B are the frames of animation shown in the WAD.
Both being the first two parts of the walking animation.
The number represents how many "ticks" it will take for this action to be carried out once it reaches this spot.
Most things that are labelled with A_ are actions for the Actor.
In this case, A_Look tells the monster to look for an enemy target.
It will stand still, and once it finds a threat...

-SEE is when the monster is active and ready to strike.
This doesn't mean that it's his attack state, however. It's just me being witty.

See:
PLAY ABCD 2 A_Chase
loop

A_Chase is the default monster movement. It causes the monster to come towards the enemy.

The "loop" causes the event to... uhh...

If you set it to any of these things, expect it not to work:
(although you should still keep these in mind)
STOP causes the actor to stop existing.
WAIT holds the last action in the state.
GOTO X makes it go to a state specified (that going where the X is).

To make the actor actually attack...

-MISSILE is basically the "Ranged Attack" state.
MELEE is exactly what it says.

We're mainly going to be focusing on MISSILE for this monster, however.

Missile:
PLAY E 2 A_FaceTarget
PLAY F 2 A_CustomMissile("PlasmaBall",29,0,0,0,0)
PLAY E 2 A_FaceTarget
PLAY F 2 A_CustomMissile("PlasmaBall",29,0,0,0,0)
PLAY E 2 A_FaceTarget
goto see

A_FaceTarget makes the monster aim directly at it's opponent when it hits this part of the state.

A_CustomMissile is a way to make the monster fire something you can specify. You can change the height, angle, and X Position (in case you want it to fire off the sides of the marine for some reason).

At the end, place a "GOTO SEE". (caps not necessary).

And finally...

-DEATH is what happens when you pump too many bullets into the monster.
There is a variant (XDEATH) for gibbing, but we won't be focusing on it on this tutorial.

Death:
PLAY H 8 A_NoBlocking
PLAY I 8 A_Scream
PLAY J 8
PLAY K 8
PLAY L 8
PLAY M 8
wait

A_NoBlocking allows you to be able to pass through the monster as it dies.

A_Scream plays the death sound that you specified above.

And add a wait at the end and the body will remain on the ground at the last frame.

Poor, poor evil marine.

Place 2 }'s at the bottom (descending, like
}
}
and you'll be done!

There are a few things that I haven't touched upon, such as Pain States and Melee, but you can learn about these at the ZDoom Wiki.


Thanks for reading, and hope you learned something!
Last edited by CommanderKeenFsr on Sun Feb 23, 2014 8:31 pm, edited 1 time in total.
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RE: DECORATE Monsters: Howto, and The Do's and Dont's.

#2

Post by Untitled » Sun Feb 02, 2014 5:45 pm

PLAY 2 ABCD A_Chase
Uh I think you screwed up the syntax there
should be "PLAY ABCD 2 A_Chase"

Also, I'd be more specific about HP than "100-200". I wouldn't call barons a boss, and they have 1000.

I'd just put HP references for Doom monsters and leave it to the monster-makers' imagination.

Nice references are:
Zombieman: 20 HP
Imp: 60 HP
Demon/Spectre: 150 HP
Revenant: 300 HP
Hell Knight: 500 HP
Arch-Vile: 700 HP
Baron Of Hell: 1000 HP
Cyberdemon: 4000 HP
Last edited by Untitled on Sun Feb 02, 2014 5:46 pm, edited 1 time in total.
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RE: DECORATE Monsters: Howto, and The Do's and Dont's.

#3

Post by Slim » Sun Feb 02, 2014 8:52 pm

Liiiitle problem with this, I've tried finding DecAssist and all that came up was it's page on the ZDoom wiki, with a dead link.
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5:54 PM - Lance: so? we do that all the time
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RE: DECORATE Monsters: Howto, and The Do's and Dont's.

#4

Post by Fabysk » Sun Feb 02, 2014 10:06 pm

Suicide Slim wrote: Liiiitle problem with this, I've tried finding DecAssist and all that came up was it's page on the ZDoom wiki, with a dead link.
Same here D: Got so excited to see a Decorate program like this, but the dead link disappointed me...
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RE: DECORATE Monsters: Howto, and The Do's and Dont's.

#5

Post by Slim » Sun Feb 02, 2014 10:07 pm

Fabysk wrote:
Suicide Slim wrote: Liiiitle problem with this, I've tried finding DecAssist and all that came up was it's page on the ZDoom wiki, with a dead link.
Same here D: Got so excited to see a Decorate program like this, but the dead link disappointed me...
I know right, I kinda needed a good place to start with decorate.
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"Your childish antics grow tiring. If you dare to fight me, then I accept your challenge: Anytime, anywhere." - Zero, Megaman X5
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5:54 PM - Slim: you're complaining about something so small that
5:54 PM - Lance: so? we do that all the time
5:55 PM - Lance: we're a bunch of losers complaining at a bar minus the bar
Spoiler: Galactus tried evading (Open)
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RE: DECORATE Monsters: Howto, and The Do's and Dont's.

#6

Post by Fabysk » Sun Feb 02, 2014 10:17 pm

Suicide Slim wrote: I know right, I kinda needed a good place to start with decorate.
I FOUND A WORKING LINK :surprised:
http://www.2shared.com/complete/l1BTK3z4/Decassist.html
Enjoy guys!
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RE: DECORATE Monsters: Howto, and The Do's and Dont's.

#7

Post by -Jes- » Mon Feb 03, 2014 1:25 am

Suicide Slim wrote: I know right, I kinda needed a good place to start with decorate.
Well, to be honest the best way to learn decorate is by opening up others' (simple) works, looking up every line on the Wiki to see what it means, and spending a month thereafter making your own edits to them, learning about things like syntax in the process.

Another good way is to go through any/all of these while having one of us Decorate Mongers on IRC answering questions and giving good advice. It wouldn't be the first time I've helped someone make a Zandro mod.
Last edited by -Jes- on Mon Feb 03, 2014 1:25 am, edited 1 time in total.

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RE: DECORATE Monsters: Howto, and The Do's and Dont's.

#8

Post by chesse20 » Mon Feb 03, 2014 1:28 am

take realm667 monsters

change the textures
change the names

done

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RE: DECORATE Monsters: Howto, and The Do's and Dont's.

#9

Post by -Jes- » Mon Feb 03, 2014 1:57 am

chesse20 wrote: take realm667 monsters

change the textures
change the names

done
MOTY 2014.

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RE: DECORATE Monsters: Howto, and The Do's and Dont's.

#10

Post by Ænima » Mon Feb 03, 2014 3:23 am

-Jes- wrote:
chesse20 wrote: take realm667 monsters

change the textures
change the names

done
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RE: DECORATE Monsters: Howto, and The Do's and Dont's.

#11

Post by CommanderKeenFsr » Sun Feb 23, 2014 8:24 pm

Friggin' amazing advice, Chesse.

I'll be fixing some things in this, like the aforementioned syntax screw up.
Last edited by CommanderKeenFsr on Sun Feb 23, 2014 8:24 pm, edited 1 time in total.
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RE: DECORATE Monsters: Howto, and The Do's and Dont's.

#12

Post by Cruduxy » Sun Feb 23, 2014 9:10 pm

Sorry but some of these things are too vague or don't make sense to someone unfamiliar with it :
* "place 2 }} at the end"
You can put them on the same line + one is used to finish the states while the other ends the actor definition.. aka you'll only need 1 if your actor inherits from something and doesn't change any state.

* step 4 needs some spoiler boxes to tide it up because its too messy atm.
* A_chase will make the actor melee if it has a state + upclose or missile attack depending on difficulty and some actor properties
* Shouldn't the wiki's decorate section be linked and warn that zandronum doesn't support all of the stuff in there atm.

Edit : And the final result should be posted for lazy people that copy pasted and failed somehow.
Last edited by Cruduxy on Sun Feb 23, 2014 9:12 pm, edited 1 time in total.
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