Search found 57 matches
- Mon Dec 17, 2012 7:52 pm
- Forum: General
- Topic: Nightmare with No Respawning Monsters
- Replies: 31
- Views: 6090
Re: Ultra-Violence +Fast Monsters
There's probably a better way for zdoom, but you could use this bex file to play on nightmare without respawning (except none of the monsters count towards kill%).
- Sun Dec 16, 2012 12:05 pm
- Forum: General
- Topic: changing map# in lmp file with hex
- Replies: 3
- Views: 294
Re: changing map# in lmp file with hex
You the man, thanks.
- Sun Dec 16, 2012 11:38 am
- Forum: General
- Topic: Nightmare with No Respawning Monsters
- Replies: 31
- Views: 6090
Re: Ultra-Violence +Fast Monsters
One difference between -fast and Nightmare is that the monsters will take a very quick step before attacking on -fast, but in Nightmare they will attack immediately. But the difference is tiny.
- Sun Dec 16, 2012 11:33 am
- Forum: General
- Topic: changing map# in lmp file with hex
- Replies: 3
- Views: 294
changing map# in lmp file with hex
Where is the map# info located in a zdoom demo file? I'd like to make the demo playback on a different map# (it's the same exact map, but the map# changed after the demo was recorded).
- Tue Jul 31, 2012 9:27 pm
- Forum: Levels
- Topic: Expired License
- Replies: 14
- Views: 2452
Re: Expired License
Video of me completing the final exam while showing my hands and doing some commentary.
Part 1
Part 2
Part 1
Part 2
- Thu Jul 26, 2012 3:38 pm
- Forum: Levels
- Topic: Expired License
- Replies: 14
- Views: 2452
Re: Expired License
Thanks for playing, guys. Sorry wildweasel, I didn't test with noswitchonpickup. Is there something I could add to the exam scripts to make the player switch to a weapon?
- Thu Jul 26, 2012 12:42 pm
- Forum: Levels
- Topic: Expired License
- Replies: 14
- Views: 2452
- Wed Jul 25, 2012 2:27 pm
- Forum: Editing (Archive)
- Topic: Script: print amount of damage dealt?
- Replies: 11
- Views: 916
Re: Script: print amount of damage dealt?
Well that's even more too complicated for me to do (I'm a script newbie), but it sounds nice.
- Wed Jul 25, 2012 2:22 pm
- Forum: Editing (Archive)
- Topic: Bottle(Use Function+Destructable Item)
- Replies: 7
- Views: 532
Re: Scripting Help
this works for me:
Code: Select all
#include "zcommon.acs"
script 1 (void)
if (GetActorProperty(1,APROP_health)>0)
{
GiveInventory("Stimpack", 1);
Thing_Remove(1);
}
script 2 Enter
{
SetThingSpecial(1, ACS_ExecuteAlways, 1);
}
- Wed Jul 25, 2012 2:01 pm
- Forum: Editing (Archive)
- Topic: Script: print amount of damage dealt?
- Replies: 11
- Views: 916
Script: print amount of damage dealt?
Do you guys know how I can print a message in the top right corner of the screen that shows how much damage I caused to a monster? So like, I shoot a cyberdemon once with a bfg, and I want to show how much health he lost. I know how to print messages, but I'm not sure how to base the message off of ...
- Wed Jul 25, 2012 10:40 am
- Forum: Closed Bugs [GZDoom]
- Topic: [All?] Bug? Teleport_NewMap doesn't work over 99
- Replies: 5
- Views: 342
Re: [All?] Bug? Teleport_NewMap doesn't work over 99
Ok great, thanks it works now. My bad, a lot of programming stuff is over my head. I thought the levelnum meant map map150 "map150".
- Wed Jul 25, 2012 9:47 am
- Forum: Closed Bugs [GZDoom]
- Topic: [All?] Bug? Teleport_NewMap doesn't work over 99
- Replies: 5
- Views: 342
Re: [All?] Bug? Teleport_NewMap doesn't work over 99
example wad: telnewmap150.wad I do have a mapinfo lump in mine. The maps above 99 work fine with the normal exit action and console command, it's just teleport_newmap that I can't get to work (you start on map01 and can pick which map to go to). I did just notice in xwe that all maps above 99 are ...
- Tue Jul 24, 2012 9:06 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [All?] Bug? Teleport_NewMap doesn't work over 99
- Replies: 5
- Views: 342
[All?] Bug? Teleport_NewMap doesn't work over 99
I tried the action on a line and with a script, but Teleport_NewMap does nothing if the map number is more than 99.
- Tue Jul 24, 2012 8:51 am
- Forum: Editing (Archive)
- Topic: Question about an anti-cheat system
- Replies: 25
- Views: 2078
Re: Question about an anti-cheat system
Waitwaitwait, hold the phone here: Competitive speedrunners etc. record demos in ZDoom? And don't get laughed at for not doing things in vanilla? People usually only get a hard time for recording in ZDoom if the wad is designed for vanilla/limit-removing/boom, but ZDoom can be competitive too ...
- Mon Jul 23, 2012 7:06 pm
- Forum: Editing (Archive)
- Topic: Question about an anti-cheat system
- Replies: 25
- Views: 2078
Re: Question about an anti-cheat system
They could screen capture their screen without recording or alter the wad (mapinfo, etc). Competitive players don't have an alternative, and imo that's more important than if someone wants to casually record something with altered gravity. At the very least, I think there should be messages for all ...