Yeah, for future reference, the bridge is only a clear Thing that has no gravity, and you can stand on it or go under it much like you could stand on or go under a floating monster.
If it was visible, it would just be a sprite of something and wouldn't look very good.
Search found 176 matches
- Tue Sep 04, 2007 12:13 pm
- Forum: Editing (Archive)
- Topic: Question About Bridge Usage
- Replies: 4
- Views: 299
- Mon Aug 20, 2007 4:31 am
- Forum: Editing (Archive)
- Topic: I'm having trouble with SoundSequence
- Replies: 7
- Views: 388
Re: I'm having trouble with SoundSequence
Thanks Randy. I got it to compile. And now the sound doesn't actually play in the game. It exists in the wad because I've gotten it to play as the secret sound. But somewhere between me picking up the shotgun which is set to execute script 1, and the compiled script 1 executing, and the sound ...
- Sun Aug 19, 2007 7:12 am
- Forum: Editing (Archive)
- Topic: I'm having trouble with SoundSequence
- Replies: 7
- Views: 388
- Sun Aug 19, 2007 5:14 am
- Forum: Editing (Archive)
- Topic: I'm having trouble with SoundSequence
- Replies: 7
- Views: 388
I'm having trouble with SoundSequence
I'm trying to have a sound play when I pick up an item, and somewhere along the line I defined something incorrectly. Surprise surprise. My ACS code: #include "zcommon.acs" script 1 (void) // laugh { SoundSequence (str laughter); } The error message as to why it won't compile: Line 5 in file "script ...
- Sat Aug 11, 2007 11:14 am
- Forum: Editing (Archive)
- Topic: Why won't monsters spawn with Z-height?
- Replies: 4
- Views: 450
512-160=352 Your sector is only 352 tall yet you are trying to put map spots 384 units above the floor (z-heights for things are relative to the floor below them). Lower your map spots, ensuruing that there is enough height above them to accommodate the height of the monster you are trying to spawn ...
- Sat Aug 11, 2007 10:19 am
- Forum: Editing (Archive)
- Topic: Why won't monsters spawn with Z-height?
- Replies: 4
- Views: 450
Why won't monsters spawn with Z-height?
I've seen it done in original Hexen. I know it can be done. I've got a setup where I want it to look like monsters smashing through a skylight. The Map Spots have a Z-height of 384 in a 512 ceiling area. The floor is 160. The script is all set up and the line triggered. They don't appear. I tried it ...
- Fri Aug 10, 2007 8:37 am
- Forum: Editing (Archive)
- Topic: sound
- Replies: 16
- Views: 741
- Fri Aug 10, 2007 5:00 am
- Forum: Editing (Archive)
- Topic: sound
- Replies: 16
- Views: 741
- Wed Aug 08, 2007 10:13 am
- Forum: Editing (Archive)
- Topic: Help extracting some music lumps
- Replies: 2
- Views: 256
- Wed Aug 08, 2007 10:11 am
- Forum: Editing (Archive)
- Topic: Why can't I exit in a script?
- Replies: 2
- Views: 249
Me and my typos.Zippy wrote:Did you remember to putat the top of the file?Code: Select all
#include "zcommon.acs"
I had common.acs. I guess all my other stuff works with that.
Sorry for spamming up the boards.
- Wed Aug 08, 2007 5:28 am
- Forum: Editing (Archive)
- Topic: Why can't I exit in a script?
- Replies: 2
- Views: 249
Why can't I exit in a script?
So I want to have the level exit occur in a script, and of course I get this: script.acs:24: Function exit_normal is used but not defined. ACS did not compile your script. :roll: :roll: Which is pretty funny, or very upsetting, considering that the special is in a damn script in the wiki. Oh, and ...
- Tue Aug 07, 2007 11:42 pm
- Forum: Editing (Archive)
- Topic: Help extracting some music lumps
- Replies: 2
- Views: 256
Help extracting some music lumps
http://www.doom2.net/~doomdepot/abs-download.html This link goes to several Doom 64 TC wad files, including one of the music only. Well I desperately want a track from it, so I opened her up in SLumpEd and they don't work. XWE doesn't like them either. I put one in my own wad and it would not play ...
- Tue Aug 07, 2007 10:31 pm
- Forum: Editing (Archive)
- Topic: Tips on how to draw a good GZdoom skybox?
- Replies: 10
- Views: 1145
Perhaps I should clarify: I'm not talking about the Skybox Thing and Skybox Picker Thing. I've used these, and I have many great ideas for them. I'm talking about GZdoom's Quake 2 style skyboxes that are used in leu of a sky texture. It requires 6 images which are then put on the insides of a "cube ...
- Mon Aug 06, 2007 5:41 pm
- Forum: Editing (Archive)
- Topic: So how do I use Zwadconv?
- Replies: 17
- Views: 1129
- Mon Aug 06, 2007 3:52 pm
- Forum: Editing (Archive)
- Topic: So how do I use Zwadconv?
- Replies: 17
- Views: 1129
Jesus Christ..... I put in: "c:\DOOM\GZdoom\doom ii\zdwadconv" "c:\DOOM\GZdoom\doom ii\MAP02A.wad" "c:\DOOM\GZdoom\doom ii\MAP02Z.wad." It didn't work, but then I saw the f'ing mistake. Now it works. Who can spot the mistake? Hint: It's also in Hotwax's code, which I was copying and pasting this ...