Search found 5 matches
- Wed Jun 22, 2016 5:01 am
- Forum: Levels
- Topic: DUMP Episode 3: BFG Edition [map + weapons released]
- Replies: 1401
- Views: 190821
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
[quote="ArchXeno"]Here is the proper version of my map, everything should be working now, though UV difficulty might need nerfing. Link: https://www.sendspace.com/file/npmhuw Name: Not Another Tech Base Credits: Song is the intro for AEOD v4 Quote: I don't like this map, but at least it exists new ...
- Sat Jun 18, 2016 5:23 am
- Forum: Levels
- Topic: DUMP Episode 3: BFG Edition [map + weapons released]
- Replies: 1401
- Views: 190821
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
Starship Aurora
https://www.dropbox.com/s/ahbhrvcyhjqst ... a.wad?dl=0
A space-hulk inspired map set on an abandoned UAC spaceship.
The music is "entering the surface" by a "gammis" on modarchive
http://modarchive.org/index.php?request ... uery=32338
https://www.dropbox.com/s/ahbhrvcyhjqst ... a.wad?dl=0
A space-hulk inspired map set on an abandoned UAC spaceship.
The music is "entering the surface" by a "gammis" on modarchive
http://modarchive.org/index.php?request ... uery=32338
- Mon May 09, 2016 6:39 am
- Forum: Editing (Archive)
- Topic: So, how do I do vehicles?
- Replies: 2
- Views: 774
Re: So, how do I do vehicles?
I've implemented them as a player class the player morphs into by activating Use on a prop that then dissapears. You'd want to take a look at [wiki]Classes:PowerMorph[/wiki] and [wiki]Creating_decorations_that_can_be_(de)activated[/wiki] for that.
- Tue May 03, 2016 6:37 am
- Forum: Editing (Archive)
- Topic: [SOLVED]ThrustThing in player facing.
- Replies: 4
- Views: 847
Re: ThrustThing in player facing.
That helped, using that example on the page has fixed my issues, thanks very much!solarsnowfall wrote: http://zdoom.org/wiki/SetActorVelocity
- Mon May 02, 2016 7:43 am
- Forum: Editing (Archive)
- Topic: [SOLVED]ThrustThing in player facing.
- Replies: 4
- Views: 847
[SOLVED]ThrustThing in player facing.
I'm trying to make a player class that moves using thrust-based mechanics rather than walking via an ACS script that is called when the player spawns. The snippet of code that thrusts the player is as follows: int force = planeSpeeds[classId]; int buttons = GetPlayerInput(-1, INPUT_BUTTONS); if ...