Search found 193 matches

by rico345
Wed Aug 07, 2013 3:32 am
Forum: Editing (Archive)
Topic: Serious Problem in GZDoom Builder
Replies: 3
Views: 259

Re: Serious Problem in GZDoom Builder

MaxED wrote:Fixed in r1757. Scritps without space between script number/name and script argument(s) were not parsed. E.g. this was parsed:

Code: Select all

script 196 (void)
and this wasn't:

Code: Select all

script 196(void)
OMG, thx.
However can I get r1757 build?
by rico345
Wed Aug 07, 2013 2:14 am
Forum: Editing (Archive)
Topic: Serious Problem in GZDoom Builder
Replies: 3
Views: 259

Serious Problem in GZDoom Builder

I have serious problem with GZDoom Builder. I want Execute ACS script when player crosses line. As I look, GZDoom builder must be compile script before use it. If not, can't select. (Not added in ComboBox) So I did, but still I can't. I added script 197 in map script and successfully compiled with ...
by rico345
Tue Aug 06, 2013 9:57 pm
Forum: Editing (Archive)
Topic: Help with using MAPINFO
Replies: 2
Views: 226

Re: Help with using MAPINFO

map TN01 "Location : Unknown" { levelnum=1 sky1="SKY1" music="" next="EndTitle" // <--- Shouldn't this be "MAP01" instead? nointermission fallingdamage } Nope, there is no next level in Training Episode. TN01 is training level and MAP01~MAP06 are another Episode levels. so They(TN01, MAP01) should ...
by rico345
Mon Aug 05, 2013 7:45 pm
Forum: Editing (Archive)
Topic: Where can I find GZDoom Visual Mode plug-in for DB2?
Replies: 2
Views: 248

Re: Where can I find GZDoom Visual Mode plug-in for DB2?

The Zombie Killer wrote: GZDoom Builder works fine with Zandronum though...

If you REALLY want to use regular DB2 though, the GZDoom visual mode plugin is built-in in the latest SVN versions.

-TZK
THx!
by rico345
Mon Aug 05, 2013 7:45 pm
Forum: Editing (Archive)
Topic: Help with using MAPINFO
Replies: 2
Views: 226

Help with using MAPINFO

Hey guys! I have some trouble with using MAPINFO lumps, so I need help. What I want is simple, Define 3 episodes and each episodes has different maps. And This is my MAPINFO : clearepisodes episode TN01 { name = "Training" } episode MAP01 { name = "Last Stand" } map TN01 "Location : Unknown ...
by rico345
Mon Aug 05, 2013 12:16 am
Forum: Editing (Archive)
Topic: Where can I find GZDoom Visual Mode plug-in for DB2?
Replies: 2
Views: 248

Where can I find GZDoom Visual Mode plug-in for DB2?

Please don't say use GZDoom builder.
My mod only work for Zandronum so I need to find DB2 plug-in.

I tried but every download link not exist anymore.
Could any one send or talk to me where can I find?
by rico345
Mon May 28, 2012 2:56 am
Forum: Editing (Archive)
Topic: How to destroy projectile?
Replies: 10
Views: 1225

Re: How to destroy projectile?

Thank you, DBThanatos! Working!
by rico345
Mon May 28, 2012 1:24 am
Forum: Editing (Archive)
Topic: How to destroy projectile?
Replies: 10
Views: 1225

How to destroy projectile?

actor "C-4_10sec" { obituary "%k [C-4] %o" Projectile Scale 0.04 -NOGRAVITY +FLOORHUGGER +CEILINGHUGGER +NOEXPLODEFLOOR +SHOOTABLE +NOBLOOD Health 500 States { Spawn : C4PL A 0 C4PL A 350 Death : TNT1 A 0 TNT1 A 0 A_PlaySound("EFT/GRNEXP", CHAN_WEAPON, 5) TNT1 A 0 A_Explode(1000,1400) ... } } I ...
by rico345
Thu Oct 06, 2011 7:05 am
Forum: Editing (Archive)
Topic: A_SpawnItemEx with SXF_TRANSFERPITCH flag.
Replies: 1
Views: 210

A_SpawnItemEx with SXF_TRANSFERPITCH flag.

I'm using Skulltag fort, and you will recognize what I'm asking. Yes, Skulltag doesn't support SXF_TRANSFERPITCH flag. (I cannot sure but someone told me) So, How should I fix this problem? I think it can be solve with pitch and math functions... But my math is horrible, damn. Could anyone help me ...
by rico345
Mon Oct 03, 2011 4:05 am
Forum: Abandoned/Dead Projects
Topic: simple vehicle mod - look at new Ground Vehicle!
Replies: 18
Views: 3154

Re: simple vehicle mod - look at new Ground Vehicle!

Anyhow that little display for the Speed / Fuel ect, should be put in the GPS computer screen, just to make it look functional, IMO. That's good idea. I will try it. SO who will be the first to put out the vehicle DM mod for doom? Oh, well.. Actually I tested my vehicle mod with my friends few ...
by rico345
Sun Oct 02, 2011 10:02 pm
Forum: Editing (Archive)
Topic: SpawnProjectile Height
Replies: 2
Views: 384

Re: SpawnProjectile Height

SpawnProjectile doesn't assign an owner to the missile. (I wish it could). Unfortunately this means it will hit the player that "fired" it, and will not transfer ownership (target) in the case of kills/damage. I dunno. Because my projectile was worked. What are you trying to accomplish? I'm trying ...
by rico345
Sun Oct 02, 2011 5:18 pm
Forum: Editing (Archive)
Topic: SpawnProjectile Height
Replies: 2
Views: 384

SpawnProjectile Height

Why SpawnProjectile don't have Z position? When I try to go up stairs, projectile explode always. I tried to moved Zpos with SetActorPosition, but didn't work. Is there a way to prevent this? P.S. I'm using Skulltag. P.P.S. If make projectile with Spawn, it will be crash with Player(I mean summoner ...
by rico345
Sun Oct 02, 2011 6:12 am
Forum: Editing (Archive)
Topic: How to make projectile walks steps not wall?
Replies: 2
Views: 185

Re: How to make projectile walks steps not wall?

Nightfall wrote:Try +STEPMISSILE? Haven't played around with it but it sounds like it'd fit your needs.
Thanks.
That is what I looking for.
But I cannot use it because it's Skulltag.. Oh my..
by rico345
Sat Oct 01, 2011 10:54 pm
Forum: Editing (Archive)
Topic: How to make projectile walks steps not wall?
Replies: 2
Views: 185

How to make projectile walks steps not wall?

I want make projectile that can walks on steps but crash if it is wall.
I used MaxStepHeight property, it doesn't work.
And FloorHugger, it is also doesn't work because the wall is not reached ceiling).

How should I do?

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