Search found 54 matches
- Sat Jan 14, 2023 11:03 am
- Forum: Scripting
- Topic: [ACS] Trying to make a toggleable HudMessage (SOLVED)
- Replies: 3
- Views: 267
Re: [ACS] Trying to make a toggleable HudMessage
Did you try getting a small delay just before the "if" block? Perhaps since while activating the script the button is pressed, as such, it immediately is removed. Also, i believe you should somehow turn off the script after first activation, and create some sort of loop checking for the input ...
- Sat Jan 14, 2023 9:49 am
- Forum: Scripting
- Topic: [ACS] Trying to make a toggleable HudMessage (SOLVED)
- Replies: 3
- Views: 267
[ACS] Trying to make a toggleable HudMessage (SOLVED)
For a map, I'm trying to make a computer terminal which the player can approach, press the Use key next to a certain linedef and trigger a HudMessage that can be closed at will once the player presses the Use key again. Here's the code: #include "zcommon.acs" //Computer message 1 Script 1 (void ...
- Wed Jul 07, 2021 10:20 am
- Forum: Scripting
- Topic: [ACS] Random spawning actor in indoor sectors?
- Replies: 1
- Views: 254
[ACS] Random spawning actor in indoor sectors?
For a certain mini-mod I'm working on, I've been trying to write a script that upon game start will randomly spawn a bunch of actors of a specific class across the entire map, but only in indoor sectors (i.e. sectors where the ceiling texture is NOT F_SKY1). However, so far nothing seems to happen ...
- Sun Jun 06, 2021 9:53 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Poharex: The Second Invasion [Beta 2.4]
- Replies: 27
- Views: 10437
Re: Poharex: The Second Invasion [Beta 1 released!]
Awsm, I really love the Monsters Can you make a Monster Pack in the future for em ? I'm glad you enjoyed! Coincidentally I'm working on additional monsters right now... Haven't updated this thread in a while so I'm just putting it here that I've made significant progress with the new campaign, and ...
- Wed Jan 27, 2021 11:09 am
- Forum: TCs, Full Games, and Other Projects
- Topic: CrusaDoom (Alpha 2.0) [Co-Mappers Wanted]
- Replies: 5
- Views: 2396
Re: CrusaDoom (Alpha 2.0) [Co-Mappers Wanted]
I got that part. I guess I am just more interested in a recreation of Crusader's arsenal, as Doom's vanilla weapons strike me as a bit underwhelming for a mod based on a game like Crusader. I am still going to pay close attention to this project. If worse comes to worst, I guess I can always load ...
- Wed Jan 27, 2021 10:21 am
- Forum: TCs, Full Games, and Other Projects
- Topic: CrusaDoom (Alpha 2.0) [Co-Mappers Wanted]
- Replies: 5
- Views: 2396
Re: CrusaDoom (Alpha 2.0) [Co-Mappers Wanted]
Oh man! Ever since I bought Crusader: No Remorse on GOG, I so desperately wanted to love the game because of its setting, story and music, but alas I just find it unplayable because of the unintuitive tank controls. As such, I have been wishing for someone to remake the game as a first-person ...
- Wed Jan 27, 2021 7:30 am
- Forum: TCs, Full Games, and Other Projects
- Topic: CrusaDoom (Alpha 2.0) [Co-Mappers Wanted]
- Replies: 5
- Views: 2396
CrusaDoom (Alpha 2.0) [Co-Mappers Wanted]
cdlogo.jpg Latest public release: Alpha 2.0 (Jan.27 2021) What is this project? CrusaDoom is a partial conversion mod for Doom 2, inspired by the Crusader series of games developed in the mid 1990s by Origin Systems. This mod is both an unofficial sequel to the Crusader games and a crossover with ...
- Fri Dec 11, 2020 3:33 am
- Forum: Mapping
- Topic: Elevator through multiple floors [SOLVED]
- Replies: 5
- Views: 2042
Re: Elevator through multiple floors
Thanks to both. Unfortunately for me, rebuilding this section of level using 3D floors one above the other isn't really an option. Both middle floors have very complex scenes, and even if I did manage to recreate them using this method it would probably lag the entire map, therefore not worth the ...
- Thu Dec 10, 2020 4:56 pm
- Forum: Mapping
- Topic: Elevator through multiple floors [SOLVED]
- Replies: 5
- Views: 2042
Elevator through multiple floors [SOLVED]
For a map I'm working on, I'm trying to create an elevator that goes through several floors. I have four floors, with the illusion of them being stacked above one another using the "stacked sector portals" method, as described here: https://www.dfdoom.com/gzdoom-portal-tutorial/ I have successfully ...
- Fri Dec 04, 2020 12:01 pm
- Forum: Scripting
- Topic: Help with Custom HUD [solved]
- Replies: 6
- Views: 1019
Re: Help with Custom HUD
Thank you! That worked perfectly.
- Fri Dec 04, 2020 11:27 am
- Forum: Scripting
- Topic: Help with Custom HUD [solved]
- Replies: 6
- Views: 1019
Re: Help with Custom HUD
the inventory icon is a bit too big for the box. Is there any way to scale it down?! It looks like there is no parameter in DrawSelectedInventory for that, but you can use TEXTURES to scale down the icons that do not fit in. How do I do that? I tried defining something like graphic "I_PTMB", 10, 10 ...
- Fri Dec 04, 2020 10:56 am
- Forum: Scripting
- Topic: Help with Custom HUD [solved]
- Replies: 6
- Views: 1019
Re: Help with Custom HUD
Thank you, that's a huge relief.
I followed your pointers and managed to get done almost everything I wanted, but there is one slight issue; the inventory icon is a bit too big for the box. Is there any way to scale it down?
Again, thanks so much for your help!
I followed your pointers and managed to get done almost everything I wanted, but there is one slight issue; the inventory icon is a bit too big for the box. Is there any way to scale it down?
Again, thanks so much for your help!
- Fri Dec 04, 2020 6:22 am
- Forum: Scripting
- Topic: Help with Custom HUD [solved]
- Replies: 6
- Views: 1019
Help with Custom HUD [solved]
For a mod I'm working on, I've been trying to replicate the HUD in the game "Crusader: No Remorse": (Screenshot) http://104.236.151.57/wp-content/uploads/2017/07/crusader_006.png i.e. There are five boxes. The two right boxes have bars for health and "energy" (in Doom's case, armor). The middle box ...
- Tue Aug 18, 2020 1:47 pm
- Forum: Mapping
- Topic: Armor Regenerating Sector?
- Replies: 12
- Views: 1091
Re: Armor Regenerating Sector?
This is getting creepy. I've even tried updating my GZDoom to the latest version (it was 3.7.2. previously) and still no change in performance. I have no idea why it would happen... At any rate, I'm still gonna use ReX's script for my map since it would still work for players. I do hope at some ...
- Sat Aug 15, 2020 10:32 am
- Forum: Mapping
- Topic: Armor Regenerating Sector?
- Replies: 12
- Views: 1091
Re: Armor Regenerating Sector?
Nope. I tested your map as well as your script on my map. In both cases I still got only one armor point.