Search found 256 matches

by Lumpy
Sun Aug 17, 2008 11:28 am
Forum: Editing (Archive)
Topic: If "Life = 0" Teleport (not working, testmap included, help)
Replies: 26
Views: 1800

Re: If "Life = 0" Teleport (not working, testmap included, help)

It seems as though your old corpse is retaining the tid. I commited rocketcide, and tried to respawn. When I did so I teleported, and watched my old dead corpse do the same, and telefrag me. I believe you will also need this in your mix of scripts somewhere. Script 257 Death { Thing_ChangeTID(0, 0 ...
by Lumpy
Mon Jun 23, 2008 5:17 am
Forum: Editing (Archive)
Topic: Strange Error in DOOMDEFS
Replies: 3
Views: 331

Re: Strange Error in DOOMDEFS

The only thing I see is that you have VILE" instead of VILE\ Not entirely sure if that is causing the problem. That error normally means that you are missing a bracket somewhere. And after going bug-eyed looking for that missing bracket this is the only thing that caught my attention. Maybe the " is ...
by Lumpy
Fri Apr 04, 2008 6:24 am
Forum: General
Topic: Source code: how does Heretic stop chicken changing weapon?
Replies: 5
Views: 607

Re: Source code: how does Heretic stop chicken changing weapon?

I'm not sure about the source code but in my own decorate code I use this. actor MiniPuff : BulletPuff { spawnid 131 renderstyle Translucent alpha 0.5 scale 0.5 +NOBLOCKMAP +NOGRAVITY states { Spawn: PUFF A 4 bright PUFF B 4 Melee: PUFF CD 4 stop } } ACTOR Shrinkshot : MorphProjectile { Speed 40 ...
by Lumpy
Tue Jan 29, 2008 11:46 am
Forum: Editing (Archive)
Topic: Replicating the Chicken (or atleast fixing it)
Replies: 4
Views: 350

Re: Replicating the Chicken (or atleast fixing it)

I to wish I had an option for custom classes that turns on/off the ability the pick-up items. Right now I'm using a custom morpher to create a shrink-ray for a personal deathmatch mod. My mini-marine custom class cannot use the weapons he can pick-up. But it is still kinda weird running around as a ...
by Lumpy
Sun Jan 13, 2008 2:52 am
Forum: Editing (Archive)
Topic: Default Params for A_Explode
Replies: 2
Views: 349

Re: Default Params for A_Explode

ah thank you
by Lumpy
Sun Jan 13, 2008 1:48 am
Forum: Editing (Archive)
Topic: Default Params for A_Explode
Replies: 2
Views: 349

Default Params for A_Explode

I know that certain things have been depreciated. Luckily up until now all my explosions have basically been the same as the rocket explosion (eccept with different sprites). So I was just wondering what the default values were for it's damage, and radius. Something tells me its 127 damage, and 100 ...
by Lumpy
Sun Dec 02, 2007 5:00 pm
Forum: General
Topic: A texture tool
Replies: 10
Views: 760

Re: A texture tool

There is also this little tool called C-Texture. It doesn't output to a text file though. But it does list wall textures, and flats being used in seperate columns. You can even do a mass switching of them from this tool if you want. Like if you had a texture named brown then renamed it to brown1 ...
by Lumpy
Thu Jun 28, 2007 10:30 pm
Forum: General
Topic: What do you think about "Resource borrowing"?
Replies: 37
Views: 2529

I think a big contributer to the spreading of content with out knowing the ownership is people borrowing from others. And then that same person allowing others to freely use the resources in his wad. I cannot even remember the countless text files I have seen on the ftp site that did just that. They ...
by Lumpy
Fri Jun 01, 2007 12:33 pm
Forum: Editing (Archive)
Topic: No projectiles?
Replies: 18
Views: 939

This line above your GroundTrail definition.
/*****
If you make it this.

//*****

It will work 100%
by Lumpy
Mon May 28, 2007 2:09 pm
Forum: Editing (Archive)
Topic: Help with the Count Downs
Replies: 0
Views: 157

Help with the Count Downs

I'm not sure if I just don't know if I'm using it right, or understanding them right, or if it's a bug. Right now I'm trying to clean up some old code and I can't get any of the count downs to work correctly. I tried this now bear in mind it is still not clean up fully. actor BFGCore { obituary "%o ...
by Lumpy
Fri May 18, 2007 9:53 am
Forum: Editing (Archive)
Topic: Marine that uses custom sprites
Replies: 21
Views: 1210

Ah yes sorry. I just copied and pasted right from the decorate lump in my old wad file. But you are right we must stay away from the old format.
by Lumpy
Fri May 18, 2007 9:46 am
Forum: Editing (Archive)
Topic: Marine that uses custom sprites
Replies: 21
Views: 1210

I did something once that made a rocket marine look like Duke Nukem so here is your solution. 1. Import all of the pikachu sprites into your wad. Do not add in the S_Skin, or SkinDef lump. 2. Add into your decorate lump something that would make a simple pikachu decoration. It doesn't need anything ...
by Lumpy
Tue May 08, 2007 9:31 am
Forum: Editing (Archive)
Topic: Recreating the pig/chicken
Replies: 7
Views: 555

dennisj1 wrote: Boot for a weapon, and a shrinkray? Are you triing to recreate Duke3D? Actually no. This is just for a deathmatch weapon mod I play with my friends. Unfortunately I myself like the Nukem weapons so there are quite a few of his weapons in there. But there is still the original Doom ...
by Lumpy
Mon May 07, 2007 7:03 am
Forum: Editing (Archive)
Topic: Recreating the pig/chicken
Replies: 7
Views: 555

MorphPlayer, and MorphedPlayer do not work. I do have it figured out somewhat. Here is what I did. actor ShrinkRay : Weapon 3181 { radius 20 height 16 inventory.pickupmessage "You got the Shrinker" weapon.selectionorder 2500 weapon.kickback 100 weapon.ammotype "RocketAmmo" weapon.ammouse 1 weapon ...
by Lumpy
Sun May 06, 2007 1:24 pm
Forum: Editing (Archive)
Topic: Recreating the pig/chicken
Replies: 7
Views: 555

Maybe it would help if I went into a better explination. First this ACTOR ShrunkPlayer : PlayerPawn { Speed 1 Health 25 Radius 4 Height 14 Mass 25 PainChance 255 Scale 0.25 +NOSKIN Player.ColorRange 112, 127 Player.CrouchSprite "PLYC" Player.StartItem "Fist" player.viewheight 10 player.jumpz 2 ...

Go to advanced search