Search found 177 matches
- Fri Jul 18, 2014 12:44 pm
- Forum: Editing (Archive)
- Topic: Simulating tinnitus?
- Replies: 4
- Views: 377
Simulating tinnitus?
Is there any way to simulate the effects of tinnitus from explosions, as in Half-Life? This should play the sound of a high-pitched whine, while muting all other sounds for the same period.
- Tue Jul 15, 2014 11:05 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 894272
Re: The "How do I..." Thread
Hey guys - is it possible to have an ammo box give the player more than one type of ammo at the same time? I'd like to give the player a free HandGrenadeAmmo every time they open a RocketBox.
- Tue Nov 08, 2011 12:48 am
- Forum: Editing (Archive)
- Topic: Place a decal when the player uses a wall?
- Replies: 12
- Views: 3113
Place a decal when the player uses a wall?
I'm working on a Wounded state for my playerpawn class. Is it possible to have a player place a decal when he uses a wall - specifically, the bloody handprint from Duke Nukem?
- Sun Jan 02, 2011 1:18 pm
- Forum: Editing (Archive)
- Topic: Glowing blood decals?
- Replies: 2
- Views: 305
Glowing blood decals?
Is it possible to make the blood decals for a particular monster fullbright? AFAIK, the engine is hard-coded to use either BloodSplat or BloodSmear when displaying blood decals for a monster, but is there any way around this? I'd like to give the Archvile glowing yellow blood.
- Sat Jan 01, 2011 10:53 pm
- Forum: Editing (Archive)
- Topic: Dual pistols - can't switch weapons after reloading
- Replies: 0
- Views: 266
Dual pistols - can't switch weapons after reloading
Hello, all! I'm working on a set of dual pistols that make heavy use of the Flash state (based on a set of dual pistols that were submitted for the Mutator contest a little ways back, but for the life of me I can't remember whose they were). However, I've hit a bit of a brick wall with them ...
- Fri Jun 18, 2010 7:20 pm
- Forum: Editing (Archive)
- Topic: Morphing crashes my game
- Replies: 11
- Views: 611
Re: Morphing crashes my game
Ah, yes, I have an actor named Fists that replaces Doom's Fist actor. Here's the code for it: ACTOR Fists : Fist replaces Fist { obituary "%o chewed on %k's fist." weapon.selectionorder 3700 weapon.slotnumber 1 //weapon.sisterweapon "FistBerserk" weapon.kickback 200 +WEAPON.WIMPY_WEAPON +WEAPON ...
- Fri Jun 18, 2010 6:58 pm
- Forum: Editing (Archive)
- Topic: Morphing crashes my game
- Replies: 11
- Views: 611
Re: Morphing crashes my game
Yes, I removed the line "TNT1 A 0 A_SelectWeapon("Fists")", as well, but no dice. I've made a discovery that's probably relevant - a bot can pick up the Berserk Pack, and it functions as expected. This implies to me that the game is failing to render something for the player, rather than it being a ...
- Fri Jun 18, 2010 6:31 pm
- Forum: Editing (Archive)
- Topic: Morphing crashes my game
- Replies: 11
- Views: 611
Re: Morphing crashes my game
Still no luck; I took that line out, but there's no change. I had put that line in so the player would have the regular fists selected when the effect of the Berserk Pack ran out, but if there's the possibility it could cause problems, I'll leave it be.
- Fri Jun 18, 2010 6:07 pm
- Forum: Editing (Archive)
- Topic: Morphing crashes my game
- Replies: 11
- Views: 611
Re: Morphing crashes my game
Hmm, nope, still the same result - crashes to the desktop, and I get GZDoom's crash dialogue box.
- Fri Jun 18, 2010 4:41 pm
- Forum: Editing (Archive)
- Topic: Morphing crashes my game
- Replies: 11
- Views: 611
Re: Morphing crashes my game
Hrm. It seems to still crash when that line is removed. It even crashes when I replace BerserkMarine with just the following:
Code: Select all
ACTOR BerserkMarine : PlayerPawn
{}
- Fri Jun 18, 2010 4:29 pm
- Forum: Editing (Archive)
- Topic: Morphing crashes my game
- Replies: 11
- Views: 611
Morphing crashes my game
Hey all, I've run into a serious issue with the Morph powerup in GZDoom. Every time I use it, it crashes the game to the desktop. This has only started happening with the most recent updates; I'm not sure what's wrong. This is a replacement for the Berserk Pack. When used, it morphs the player into ...
- Thu May 27, 2010 12:54 am
- Forum: Editing (Archive)
- Topic: Making a powerup end early?
- Replies: 2
- Views: 220
Making a powerup end early?
Hey guys! I'm working on a replacement for the Berserk pack. It uses PowerMorph to change the player into a special BeserkMarine class - this class has a greatly increased speed, damage, and damage reduction, but can't pick up any items while berserked. Currently, it lasts 3000 tics, but I find that ...
- Sat May 22, 2010 3:12 pm
- Forum: Editing (Archive)
- Topic: Setting global fog in DECORATE?
- Replies: 11
- Views: 646
Re: Setting global fog in DECORATE?
Hello all, I'm working on a modified version of the Berserk pack. I'd like to have it so that when the player picks up the pack, a global red fog effect is applied that obscures actors at long distances. This version of the berserk pack will have a duration, so I will need to remove the effect when ...
- Fri May 21, 2010 8:21 am
- Forum: Editing (Archive)
- Topic: Setting global fog in DECORATE?
- Replies: 11
- Views: 646
Setting global fog in DECORATE?
Hello all, I'm working on a modified version of the Berserk pack. I'd like to have it so that when the player picks up the pack, a global red fog effect is applied that obscures actors at long distances. This version of the berserk pack will have a duration, so I will need to remove the effect when ...
- Tue May 11, 2010 1:33 pm
- Forum: Editing (Archive)
- Topic: Decals won't display fullbright?
- Replies: 3
- Views: 325
Re: Decals won't display fullbright?
Huh. Apparently, I wasn't even using the Archvile blood replacement I had made. Unfortunately, that means I'm doing it completely wrong. 
So, in that case, how do you make a custom blood replacement for a specific monster?

So, in that case, how do you make a custom blood replacement for a specific monster?