How are SOC set ups?

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Yup since the 2.1 is released, I'm trying to get my SOCs working but it seems they don't want to.

So just asking, Is it possible to give us the blue crawla SOC to know how they work know? Because the wiki isn't updated... yet.
 
Many thanks I didn'tbsee it before but maybe it should be more obvious to put it directly in the SOC section?

---------- Post added at 07:17 AM ---------- Previous post was at 06:09 AM ----------

Sorry for double post but after many tries I do get that error message:

WARNING: Line 12: Couldn't find mobjtype named 'MT_FREESLOT1'

Line 12 = "Object MT_*****"

And whatever I write; I do get this error.

Here's the SOC lump


Object MT_FREESLOT1
MAPTHINGNUM = 4022
SPAWNSTATE = 1835
SPAWNHEALTH = 8
SEESTATE = 1806
SEESOUND = 127
REACTIONTIME = 32
ATTACKSOUND = 0
PAINSTATE = 1840
PAINCHANCE = 200
PAINSOUND = 0
MELEESTATE = 1836
MISSILESTATE = 1838
DEATHSTATE = 1846
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 7
RADIUS = 1572864
HEIGHT = 2097152
MASS = 100
DAMAGE = 2
ACTIVESOUND = 0
RAISESTATE = 1842
FLAGS = MF_BOSS|MF_SHOOTABLE|MF_NOGRAVITY|MF_FLOAT|MF_SPECIAL
 
Last edited:
Freeslots are done differently in 2.1. In the MAINCFG of your wad you want something like this:

FREESLOT
MT_THISOBJECT

This sets MT_THISOBJECT as the next available freeslot. Afterwards, when you setup your object as you have done, you just use Object MT_THISOBJECT instead.
 
Now it spams amount of errors telling SpawnState Seestate ect. are Uknow words...
 
States, sounds and objects all use names now, you don't input the number the state is in the SpawnState etc. You put in its name. For example, your SPAWNSTATE of 1835 is S_GRENADERING20.
 
Oh I see, then I just have to give a name to my frames and everything will work. Many thanks, everything should be okay for Wednesday.
 
Well... why di they changed the SOC system...
Now it says that it can't find the states, and it still says that the object main config is broken.

SO, can you please "Convert" those few lines to help me?

FREESLOT
MT_DEVILSS
Object DEVILSS

MapThingNum = 4022
SpawnState = S_DEVSPAWN
SpawnHealth = 8
SeeState = 1806
SeeSound = 127
ReactionTime = 32
AttackSound = 0
PainState = 1840
PainChance = 200
PainSound = 0
MeleeState = S_DEVATCK11
MissileState = 1838
DEATHSTATE = 1846
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 7
RADIUS = 1572864
HEIGHT = 2097152
MASS = 100
DAMAGE = 2
ACTIVESOUND = 0
RAISESTATE = 1842
FLAGS = MF_BOSS|MF_SHOOTABLE|MF_NOGRAVITY|MF_FLOAT|MF_SPECIAL

#Devil Super Sonic's spawn state:

FRAME S_DEVSPAWN
SPRITENUMBER = 245
SPRITESUBNUMBER = 0
DURATION = 1
NEXT = S_DEVSPAWN
ACTION None
VAR1 = 0
VAR2 = 0

#Devil Super Sonic charging and firing a bomb ring at the player:

FRAME S_DEVATCK11
SPRITENUMBER = 245
SPRITESUBNUMBER = 2
DURATION = 35
NEXT = S_DEVATCK12
ACTION A_PlaySound
VAR1 = 156
VAR2 = 0

FRAME S_DEVATCK12
SPRITENUMBER = 245
SPRITESUBNUMBER = 0
DURATION = 15
NEXT = S_DEVSPAWN
ACTION A_FireShot
VAR1 = 223
VAR2 = 0

What the hell is wrong with this? Sure there are still some frames using numbers because I won't convert everything at once but the spawn and the firsts attack are supposed to be working!

This was so much easier with the old system... Now we have to know everything's name!!
 
-Snip- Now it says that it can't find the states, -Snip-
FREESLOT
MT_DEVILSS

Object DEVILSS
MapThingNum = 4022
-Snip-

Since 2.1, you need to freeslot all things you add yourself. Including states, even though they're used in objects you've already freeslotted.

Something like this:
FREESLOT
MT_DEVILSS
S_DEVSPAWN
S_DEVATCK11
S_DEVATCK12

Object DEVILSS
MapThingNum = 4022
-Snip-
Just be aware that Lua coding doesn't seem to like custom sounds, unless they're freeslotted in the Lua lump itself. I know that from experience with a character wad.
 
Same with me, i made a SuperSuperSonic.soc That makes the character permanently
super. I was going to upload it but BAM! SRB2 2.1 Got released, i tried to load it in
2.1 but it didn't change anything...
 
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