Search found 17 matches

by Jack
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 ...
by Jack
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
by Jack
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?
by Jack
Sun Jul 09, 2006 7:59 pm
Forum: Closed Bugs [GZDoom]
Topic: What's wrong in this map?
Replies: 14
Views: 748

randy wrote:But why, oh why, did you have to use rapidshare for a 21 KB file? I had to spend an hour and a half waiting in line to get it, when I could have had it right away if you had attached it to your post. :mad:

Excuse me, i didn' know that i could attach the file. Next time i'll do it
by Jack
Mon Jul 03, 2006 12:26 pm
Forum: Closed Bugs [GZDoom]
Topic: What's wrong in this map?
Replies: 14
Views: 748

Jim wrote:If it is acceptable for the lines to never be rendered
That's the problem. The lines should be rendered, but only in the right time. I've tried it, but I get an unpleasing effect after the doors opens
by Jack
Mon Jul 03, 2006 9:47 am
Forum: Closed Bugs [GZDoom]
Topic: What's wrong in this map?
Replies: 14
Views: 748

For me it occours everytime, only in automap. Is there a trick to avoid this glitch?
by Jack
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?
by Jack
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 ...
by Jack
Thu Jun 15, 2006 5:09 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: A line that reflect projectiles
Replies: 6
Views: 663

Anakin S. wrote:Don't you mean ThrustThing? Thing_Thrust uses a tid whereas ThrustThing thrusts whatever crosses the line.

I'm using Doom builder 1.67, special 72 and it appears as "thing_thrust", with 2 argumments (thrust angle and thrust distance). Maybe I need to update the configuration files.
by Jack
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 ...
by Jack
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
by Jack
Mon Jun 05, 2006 9:24 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Thing reincarnate
Replies: 9
Views: 2388

Yes, I know. But i would need to wait the monster die to teleport him, and thing_destroy will count 1 kill.
by Jack
Sat Jun 03, 2006 7:11 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Thing reincarnate
Replies: 9
Views: 2388

Well done, thanks

Now I think about starting with dead monsters and use this special. I can make it is killing the monsters with thing_destroy, but it will count one kill and I would see the monster dying. Is there another way?
by Jack
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)
by Jack
Tue May 23, 2006 12:33 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Special thing_allowdrown
Replies: 6
Views: 405

Graf Zahl wrote:You are aware that monsters would have no means to do something against this, do you?
And monster also don't evade a crushing ceiling, and even thus is a good special

Go to advanced search