Search found 17 matches
- Tue Jul 25, 2006 12:23 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Movement detector and Sound detector
- Replies: 11
- Views: 503
Re: Movement detector and Sound detector
ACTOR MovementDetector { Radius 5 Height 5 +AMBUSH // (Graf Zahl: It's not called DEAF!) States { Spawn: TNT1 A 1 A_Look Loop See: TNT1 A 1 ACS_Execute(<script>,<map,<arg1>,<arg2>,<arg3>) Stop (or) Loop } } OK. But if I need to use several detectors in a map, each detector with a distinct special ...
- Mon Jul 24, 2006 6:44 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Movement detector and Sound detector
- Replies: 11
- Views: 503
Movement detector and Sound detector
How about to create those new things:
movement_detector
An invisible thing that execute its special when it "see" the player
sound_detector
As the first, but it execute the special when "hear" the player using a weapon.
I think it would be useful
movement_detector
An invisible thing that execute its special when it "see" the player
sound_detector
As the first, but it execute the special when "hear" the player using a weapon.
I think it would be useful
- Sat Jul 15, 2006 2:13 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Teleport destination special
- Replies: 1
- Views: 201
Teleport destination special
According the zdoom documentation, we can apply special for shootable things, pickuppable items and others.
I've attempted to set an special to a teleport destination, so it would execute the special when the player is teleported to it. But it didn't work.
How about to incude this feature to zdoom?
I've attempted to set an special to a teleport destination, so it would execute the special when the player is teleported to it. But it didn't work.
How about to incude this feature to zdoom?
- Sun Jul 09, 2006 7:59 pm
- Forum: Closed Bugs [GZDoom]
- Topic: What's wrong in this map?
- Replies: 14
- Views: 748
- Mon Jul 03, 2006 12:26 pm
- Forum: Closed Bugs [GZDoom]
- Topic: What's wrong in this map?
- Replies: 14
- Views: 748
- Mon Jul 03, 2006 9:47 am
- Forum: Closed Bugs [GZDoom]
- Topic: What's wrong in this map?
- Replies: 14
- Views: 748
- Sun Jul 02, 2006 3:10 pm
- Forum: Closed Bugs [GZDoom]
- Topic: What's wrong in this map?
- Replies: 14
- Views: 748
What's wrong in this map?
Look at this map:
http://rapidshare.de/files/24767997/bighallbug.wad.html
There's some lines behind secret doors that insists to appear in automap, even before open the doors.
Is it a bug in zdoom, in zdbsp or in the map?
http://rapidshare.de/files/24767997/bighallbug.wad.html
There's some lines behind secret doors that insists to appear in automap, even before open the doors.
Is it a bug in zdoom, in zdbsp or in the map?
- Fri Jun 16, 2006 6:44 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: A line that reflect projectiles
- Replies: 6
- Views: 663
Perhaps what you're trying to do would work better with the activation "projectile hits" rather than "projectile passes through"? If possible, with both activation would be better. Now I've been tinking about 3 arguments (speed, mode, fixed): speed: speed ratio: 0 - Stop projectile 50 - Half speed ...
- Thu Jun 15, 2006 5:09 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: A line that reflect projectiles
- Replies: 6
- Views: 663
- Wed Jun 14, 2006 6:57 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: A line that reflect projectiles
- Replies: 6
- Views: 663
A line that reflect projectiles
I work ALMOST all right using the special "thing_trust" in the line, activated when projectile passes over, but is not perfect... My idea is an line special that return the projectile at the same speed and at a calculated angle, as if the projectile bonces in the line. The special would be called ...
- Fri Jun 09, 2006 10:44 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Line_fence special
- Replies: 6
- Views: 551
Line_fence special
It would be like that:
Line_fence(height,block_upper,block_lower);
height: height of the fence
block_upper: blocking flags above the height
block_lower: blocking flags below the height
Blocking flags:
0: No blocking
1: Block player
2: Block monsters
4: Block projectiles
Line_fence(height,block_upper,block_lower);
height: height of the fence
block_upper: blocking flags above the height
block_lower: blocking flags below the height
Blocking flags:
0: No blocking
1: Block player
2: Block monsters
4: Block projectiles
- Mon Jun 05, 2006 9:24 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Thing reincarnate
- Replies: 9
- Views: 2388
- Sat Jun 03, 2006 7:11 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Thing reincarnate
- Replies: 9
- Views: 2388
- Thu May 25, 2006 3:22 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Thing reincarnate
- Replies: 9
- Views: 2388
Thing reincarnate
How about a special that reincarnate dead monsters, as if would exists an archvile near?
thing_reincarnate(tid)
thing_reincarnate(tid)
- Tue May 23, 2006 12:33 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Special thing_allowdrown
- Replies: 6
- Views: 405