Hello,
I made an elevator, which should work like this:
If the elevator is at the height of 304, then the switch should only open the doors. If it's lower than 304, then it first raises it and then opens the door. There is another switch below which does the same, but with the height of 4.
Now ...
Search found 22 matches
- Mon Oct 16, 2017 1:33 pm
- Forum: Mapping
- Topic: Elevator issues
- Replies: 0
- Views: 524
- Mon Oct 24, 2016 10:40 am
- Forum: Editing (Archive)
- Topic: Custom Regeneration - can't give it custom sound
- Replies: 3
- Views: 276
Re: Custom Regeneration - can't give it custom sound
Alright, got it working.
I made the "RegenActor" to make the sound, and I called A_Warp on it each time it gave me health. And now it works.
I made the "RegenActor" to make the sound, and I called A_Warp on it each time it gave me health. And now it works.
- Sun Oct 23, 2016 1:08 pm
- Forum: Editing (Archive)
- Topic: Custom Regeneration - can't give it custom sound
- Replies: 3
- Views: 276
Re: Custom Regeneration - can't give it custom sound
Yes, I could use that, but I want it to heal above 100 HP up to 200 HP, and I couldn't get it to work with the built-in Regeneration.Blue Shadow wrote:You're probably better off using the built-in [wiki=Classes:PowerRegeneration]Regeneration power[/wiki].
- Sun Oct 23, 2016 9:30 am
- Forum: Editing (Archive)
- Topic: Custom Regeneration - can't give it custom sound
- Replies: 3
- Views: 276
Custom Regeneration - can't give it custom sound
Hello,
I have a custom Regeneration sphere in my mod, and I want it to make a custom sound everytime it gives health. The problem is that I can't make it to work.
Things I tried:
1. ActiveSound
2. A_Playsound
3. $playersound in SNDINFO
Here is the DECORATE for it:
actor RegenSphere ...
I have a custom Regeneration sphere in my mod, and I want it to make a custom sound everytime it gives health. The problem is that I can't make it to work.
Things I tried:
1. ActiveSound
2. A_Playsound
3. $playersound in SNDINFO
Here is the DECORATE for it:
actor RegenSphere ...
- Fri Sep 02, 2016 2:35 pm
- Forum: Editing (Archive)
- Topic: Imagetool crashes
- Replies: 4
- Views: 348
Re: Imagetool crashes
As you found out confont.lmp can be modified. But that is doing it backwards.
The Font Generator in BHS's DoomCrap is a frontend for Imagetool.
Use it to generate a pcx image from confont.lmp, such as
http://i.imgur.com/jxI3Siv.png
That image can be modified and then convert it to confont.lmp ...
The Font Generator in BHS's DoomCrap is a frontend for Imagetool.
Use it to generate a pcx image from confont.lmp, such as
http://i.imgur.com/jxI3Siv.png
That image can be modified and then convert it to confont.lmp ...
- Fri Sep 02, 2016 8:18 am
- Forum: Editing (Archive)
- Topic: Imagetool crashes
- Replies: 4
- Views: 348
Re: Imagetool crashes
I copied the confont from gzdoom.pk3, made minor modifies to it, then converted it to pcx via FormatFactory. Did I do something wrong?Kappes Buur wrote:Yup, Imagetool stopped working.
How did you assemble this pcx file?
- Thu Sep 01, 2016 11:44 am
- Forum: Editing (Archive)
- Topic: Imagetool crashes
- Replies: 4
- Views: 348
Imagetool crashes
Hello,
I want to replace confont, and I converted my image it to PCX. The problem is that it crashes as soon as it would start converting.
a) Is there any other method?
b) If not, could someone convert this to FON1?
I want to replace confont, and I converted my image it to PCX. The problem is that it crashes as soon as it would start converting.
a) Is there any other method?
b) If not, could someone convert this to FON1?
- Thu Sep 01, 2016 11:42 am
- Forum: Editing (Archive)
- Topic: Replacing Quit Message and Automap text colors?
- Replies: 1
- Views: 299
Re: Replacing Quit Message and Automap text colors?
Nvm, recolored the whole font and it works.
- Mon Aug 22, 2016 8:39 am
- Forum: Editing (Archive)
- Topic: Replacing Quit Message and Automap text colors?
- Replies: 1
- Views: 299
Replacing Quit Message and Automap text colors?
Hello,
While I managed to replace ZDoom's OptionsMenu font color, the quit message's color and the automap's text color stays red. What am I supposed to do?
While I managed to replace ZDoom's OptionsMenu font color, the quit message's color and the automap's text color stays red. What am I supposed to do?
- Sun Aug 14, 2016 2:14 am
- Forum: Editing (Archive)
- Topic: Replacing fonts?
- Replies: 4
- Views: 660
Re: Replacing fonts?
Yep, that did it. Thanks!HazeBandicoot wrote:The main menu graphics and most things that use the big font aren't text but pre-made graphics with the standard font, you must either make replacements using the new font or change the menudef to use statictext instead of staticpatch.
- Sat Aug 13, 2016 1:30 am
- Forum: Editing (Archive)
- Topic: Replacing fonts?
- Replies: 4
- Views: 660
Re: Replacing fonts?
Nope, it did nothing.Nevander wrote:You should just be able to drop a DBIGFONT lump in a WAD and it should work. I don't believe you have to define anything.
Spoiler:Ingame I still have the default fonts for some reason.
This is the Doom93 font from realm667, if you want to test it.
- Fri Aug 12, 2016 3:08 pm
- Forum: Editing (Archive)
- Topic: Replacing fonts?
- Replies: 4
- Views: 660
Replacing fonts?
Hello,
I'm currently trying to replace the fonts in the game. I managed to replace SmallFont, but BigFont just doesn't work. I tried 2 ways to replace it:
1. Separate lumps/character.
2. Via DBIGFONT.lmp
No matter which one I used, none of these worked.
I'm currently trying this:
BigFont ...
I'm currently trying to replace the fonts in the game. I managed to replace SmallFont, but BigFont just doesn't work. I tried 2 ways to replace it:
1. Separate lumps/character.
2. Via DBIGFONT.lmp
No matter which one I used, none of these worked.
I'm currently trying this:
BigFont ...
- Fri Aug 05, 2016 1:16 am
- Forum: Editing (Archive)
- Topic: Stopping a bouncing grenade?
- Replies: 7
- Views: 656
Re: Stopping a bouncing grenade? [SOLVED]
crude but effective but:
create an xdeath state in the bouncer that simply ends the current grenade whilst it spawns another actor that drops then explodes after a short while... simples...
that way any bleeding actor it hits, it will spawn seem to drop to the floor and then explode. will still ...
create an xdeath state in the bouncer that simply ends the current grenade whilst it spawns another actor that drops then explodes after a short while... simples...
that way any bleeding actor it hits, it will spawn seem to drop to the floor and then explode. will still ...
- Thu Aug 04, 2016 2:08 pm
- Forum: Editing (Archive)
- Topic: Stopping a bouncing grenade?
- Replies: 7
- Views: 656
Re: Stopping a bouncing grenade?
crude but effective but:
create an xdeath state in the bouncer that simply ends the current grenade whilst it spawns another actor that drops then explodes after a short while... simples...
that way any bleeding actor it hits, it will spawn seem to drop to the floor and then explode. will still ...
create an xdeath state in the bouncer that simply ends the current grenade whilst it spawns another actor that drops then explodes after a short while... simples...
that way any bleeding actor it hits, it will spawn seem to drop to the floor and then explode. will still ...
- Thu Aug 04, 2016 9:04 am
- Forum: Editing (Archive)
- Topic: Stopping a bouncing grenade?
- Replies: 7
- Views: 656
Re: Stopping a bouncing grenade?
I'm not entirely sure what you mean, but I assume you want a grenade that explodes on enemies with primary and not with secondary? Bouncers can have separate states for what they have bounced on if the USEBOUNCESTATE flag is set. So if you want it to explode when it hit the floor, put its explode ...
