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by Alexagon
Wed Oct 06, 2021 11:03 pm
Forum: Mapping
Topic: How can you make it so a sector lowers and raises separately
Replies: 7
Views: 1121

Re: How can you make it so a sector lowers and raises separa

Thank you!

Is there any advantage or reason to map in non UDMF formats? I'm thinking maybe I should convert my map?
by Alexagon
Tue Oct 05, 2021 7:19 pm
Forum: Mapping
Topic: How can you make it so a sector lowers and raises separately
Replies: 7
Views: 1121

Re: How can you make it so a sector lowers and raises separa

Thanks for the hefty response! I'm mapping in the Doom format.

If possible I wanted to have the bars close behind the player via walk linedef, then require a switch to open them but they open slowly, so it takes time to fully open. Would this be possible?
by Alexagon
Tue Oct 05, 2021 2:04 pm
Forum: Mapping
Topic: How can you make it so a sector lowers and raises separately
Replies: 7
Views: 1121

How can you make it so a sector lowers and raises separately

So I know I've seen this in the IWADs, some floors lower via a switch or linedef to "activate it" , then you can raise and lower it via another linedef or switch.

What I'm trying to do is have a room where bars close behind you and you need to use a switch in the room to raise them.
by Alexagon
Thu May 14, 2020 4:18 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7027
Views: 1720951

Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Ohhh interesting. Had no idea.

I'm sure this has been asked a million times, but what are some recommended mapsets to play with this? I was thinking of running BTSX ep2.
by Alexagon
Thu May 14, 2020 3:35 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7027
Views: 1720951

Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

So I was running DRLA by itself initially, but I get other errors when running it with DRLM. I'll post a screenshot of the last few lines in the console. And yes, I meant the commando class. Also not a he btw. Oh, those errors are about normal when running DRLM to my knowledge. A lot of them ...
by Alexagon
Thu May 14, 2020 2:03 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7027
Views: 1720951

Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

So I was running DRLA by itself initially, but I get other errors when running it with DRLM. I'll post a screenshot of the last few lines in the console. And yes, I meant the commando class. Also not a he btw.
by Alexagon
Wed May 13, 2020 6:46 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7027
Views: 1720951

Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

I'm getting a huge amount of errors and such when launching this with GZDoom. Way too many to post here, but it ends with "'RLdangerlevel' is not an inventory item". Can anyone assist me with this? 1. What version of GZDoom are you running this on? 2. Does it prevent the game from launching? The ...
by Alexagon
Wed May 13, 2020 4:50 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7027
Views: 1720951

Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

I'm getting a huge amount of errors and such when launching this with GZDoom. Way too many to post here, but it ends with "'RLdangerlevel' is not an inventory item". Can anyone assist me with this?
by Alexagon
Fri Jun 14, 2019 11:49 pm
Forum: Scripting
Topic: Is there a way to draw an image dynamically on a HUD?
Replies: 6
Views: 513

Re: Is there a way to draw an image dynamically on a HUD?

Graf Zahl wrote:No, not with SBARINFO. That is totally static.
If you want more dynamic effects you'll have to code your HUD in ZScript.
Ok. Thank you.
by Alexagon
Fri Jun 14, 2019 1:00 am
Forum: Scripting
Topic: Is there a way to draw an image dynamically on a HUD?
Replies: 6
Views: 513

Re: Is there a way to draw an image dynamically on a HUD?

anyone else able to help me with this?
by Alexagon
Wed Jun 12, 2019 1:51 am
Forum: Scripting
Topic: [SOLVED] Custom weapon causing freezes?
Replies: 9
Views: 598

Re: Custom weapon causing freezes?

This is the takeinventory frame I see on the OP right now: TNT1 A 0 A_TaKeInventory ("givefire", 999) Wait "Wait" means basically "loop just that last frame". This mean you've got a zero-length loop right there. This would fix it: TNT1 A 1{ //make sure this is at least 1 tick A_TaKeInventory ...
by Alexagon
Tue Jun 11, 2019 12:55 am
Forum: Scripting
Topic: [SOLVED] Custom weapon causing freezes?
Replies: 9
Views: 598

Re: Custom weapon causing freezes?

Turns out it as the takeinventory tag at the end of deselect causing the freeze. Took that out and it seems to be running fine.
by Alexagon
Mon Jun 10, 2019 4:14 am
Forum: Scripting
Topic: [SOLVED] Custom weapon causing freezes?
Replies: 9
Views: 598

Re: Custom weapon causing freezes?

Well, minimal sample means everything required to reproduce the problem, not a whole mod. Anyway, I loaded the mod, did summon FusionPistol in console, picked it up, ran around, killed some enemies. It works for me. It's easier just to post the whole thing. Doesn't really matter all that much. Were ...
by Alexagon
Mon Jun 10, 2019 3:45 am
Forum: Scripting
Topic: [SOLVED] Custom weapon causing freezes?
Replies: 9
Views: 598

Re: Custom weapon causing freezes?

Runnable sample means a .wad/.pk3/.pk7 file that anyone can load with GZDoom in order to reproduce this issue. The most obvious problem with your code is missing definition of base class ModWeapon . Nobody can read your mind to figure out what this class is. Here it is. https://drive.google.com ...
by Alexagon
Mon Jun 10, 2019 2:13 am
Forum: Scripting
Topic: [SOLVED] Custom weapon causing freezes?
Replies: 9
Views: 598

Re: Custom weapon causing freezes?

_mental_ wrote:You need to post a minimal runnable sample that causes the problem.
What exactly do you mean?

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