Search found 60 matches
- Mon Dec 27, 2010 12:49 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 896774
Re: The "How do I..." Thread
How do I get teleport to work?!? Here's my script. SCRIPT 1 ENTER { Thing_ChangeTID(0, 1337); } SCRIPT 2 (VOID) { SetActivator (1337); dice = random(1,9); if(dice >= 1) {//Apartment complex Teleport (5, 1337, 0); dice = 0; ACS_Execute (3, 1, 0, 0, 0); } } I know it's working because ACS_Execute ...
- Thu Dec 16, 2010 2:55 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 896774
Re: The "How do I..." Thread
Ryan: What exactly is it you're trying to do? Can you just explain what it is, and I might be able to help.
- Wed Dec 15, 2010 9:44 am
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 896774
Re: The "How do I..." Thread
Ryan: Looking through the code, I can't see any problems with it. Does it tell you on which line the error is?
- Wed Dec 15, 2010 7:44 am
- Forum: Editing (Archive)
- Topic: I'm missing a linedef in Doom Builder 2
- Replies: 9
- Views: 861
Re: I'm missing a linedef in Doom Builder 2
Well... That's a quite serious problem. I might actually have to downgrade to a version that doesn't do this, then. (the one I used before getting the SVN did not have this problem)... Basically what happens is that every time I save or try to run the level, I get prompted once for running acc.exe ...
- Mon Dec 13, 2010 3:40 pm
- Forum: Editing (Archive)
- Topic: How to use SetPortal?
- Replies: 3
- Views: 837
Re: How to use SetPortal?
Ok after excessive testing I finally found the error! Apparently a sector CANNOT be a portal if it has the same floor height as the surrounding floor (assuming the portal is a floor portal). My portal now works in both directions! Now I've noticed something curious, though... It seems these portals ...
- Sun Dec 12, 2010 6:14 pm
- Forum: Editing (Archive)
- Topic: How to use SetPortal?
- Replies: 3
- Views: 837
How to use SetPortal?
I've been playing around with this but can't get it to work. The info in the wiki seems to be conflicting with itself. My tries yield no results as the sector that is supposed to act as a portal doesn't actually act as a portal at all. My current method that fails: (i use names rather than numbers ...
- Sat Dec 11, 2010 6:00 pm
- Forum: Editing (Archive)
- Topic: I'm missing a linedef in Doom Builder 2
- Replies: 9
- Views: 861
Re: I'm missing a linedef in Doom Builder 2
http://i56.tinypic.com/34igv2r.png I had already checked that link, but I actually seemed to have missed the line telling me to delete the old zdoom config files. Now it works perfectly! There's another strange thing, though. When using that version of DB2 I'm experiencing trouble with the zdbsp ...
- Fri Dec 10, 2010 6:57 pm
- Forum: Editing (Archive)
- Topic: I'm missing a linedef in Doom Builder 2
- Replies: 9
- Views: 861
Re: I'm missing a linedef in Doom Builder 2
Thanks! I didn't know there was a separate build. I'll check it out. Edit: After replacing the cfg files I get spammed with error messages upon startup. Unable to load the game configuration file "ZDoom_StrifeHexen.cfg". Error in file "C:/Games/Doom Builder 2\Configurations\ZDoom_StrifeHexen.cfg ...
- Thu Dec 09, 2010 7:09 pm
- Forum: Editing (Archive)
- Topic: I'm missing a linedef in Doom Builder 2
- Replies: 9
- Views: 861
- Thu Dec 09, 2010 6:21 pm
- Forum: Editing (Archive)
- Topic: I'm missing a linedef in Doom Builder 2
- Replies: 9
- Views: 861
I'm missing a linedef in Doom Builder 2
I'm trying to use portals in DB2 and I've been looking through a whole lot of wiki sites and whatever and I keep seeing references to THIS: http://zdoom.org/wiki/Sector_SetPortal Alas, for some reason DB2 does not seem to have that entry listed. It is missing from the line editing window. After more ...
- Mon Dec 08, 2008 4:53 pm
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38041
- Views: 4660086
Re: [SPRITES] Spriting Carnival!!
Knight 1 sheet.png Here's what ive done so far for the monster i did a while back what with time I do put in to it :wink: but any way it progressing... ill get it done sooner or later im also working on weapon sprites so.... tell me what you think :) That guy looks like he'd come out of the sprite ...
- Fri Dec 05, 2008 6:34 pm
- Forum: Editing (Archive)
- Topic: Quest Item
- Replies: 4
- Views: 235
Re: Quest Item
Isn't the OP more referring to PuzzleItems?
- Thu Dec 04, 2008 3:59 pm
- Forum: Abandoned/Dead Projects
- Topic: Zblood v4 [abandoned?]
- Replies: 137
- Views: 30008
Re: Zblood v4
yea, in the real blood its infinite ammo for voodoo doll unless u use the alt-fire attack. :) Actually, nope! Attacking with the primary fire doesn't expend ammo unless it hits something. If you're not aiming at something, Caleb misses and stabs his thumb instead, costing a single health point ...
- Wed Dec 03, 2008 5:14 pm
- Forum: Abandoned/Dead Projects
- Topic: Zblood v4 [abandoned?]
- Replies: 137
- Views: 30008
Re: Zblood v4
Overpowered? Damage can always be scaled. Ammo amounts can always be adjusted.Hasuak wrote:Blood weapons are way too overpowered for original Doom games. Please don't :I
There's no such thing as overpowered, with the possible exception of the Voodoo Doll (which has inifite ammo)
- Sun Nov 30, 2008 3:34 pm
- Forum: Abandoned/Dead Projects
- Topic: Heretic Element Storm v0.91
- Replies: 174
- Views: 19808
Re: Heretic Element Storm v0.8
I have an idea if you want D'sparil to have multiple elemental weaknesses that change. Put some kind of icon or an indicator on the stage that shows which element D'sparil is currently aligned to, and then have that change according to a script. This way the players might even be forced to focus on ...