Search found 209 matches

by GuildNavigator
Tue Nov 04, 2014 5:04 pm
Forum: Editing (Archive)
Topic: Help with doors!
Replies: 198
Views: 14734

Re: Help with doors!

Holy f**k!
You're right... I didn't really think about the OPEN state.

Thank you very much :)
by GuildNavigator
Tue Nov 04, 2014 4:04 pm
Forum: Editing (Archive)
Topic: Help with doors!
Replies: 198
Views: 14734

Re: Help with doors!

Hi everyone, I got a simple problem with TIDs. As shown in the first script (291) below, I make spawn some cacos on some corresponding map spots tagged with 1693. As you can see, in the Thing_Spawn parameters I set "1702" as the new TID number to give to the cacos when spawned. In the second script ...
by GuildNavigator
Tue Oct 21, 2014 1:47 pm
Forum: Editing (Archive)
Topic: Help with doors!
Replies: 198
Views: 14734

Re: Help with doors!

Sorry for my poor description, Caligari_87 and edward850, but TheMightyHeracross understood anyway what I wanted to know. Yes, I was talking about 3dFloors with a height = 0, and didn't think (nor tried) that would work as a floor with height = 0. Thank you TheMightyHeracross, and sorry for not ...
by GuildNavigator
Mon Oct 20, 2014 5:28 pm
Forum: Editing (Archive)
Topic: Help with doors!
Replies: 198
Views: 14734

Re: Help with doors!

Hello everyone! I have a question for you: using Doom Builder 2, is it possible to create a floor consisting only of a plain texture? I mean, a floor that basically has height 0, but works as a floor anyway; for example, using a grate texture that simulates the grate of a cage, on which you can walk ...
by GuildNavigator
Sat Aug 23, 2014 8:24 am
Forum: Editing (Archive)
Topic: Help with doors!
Replies: 198
Views: 14734

Re: Help with doors!

@Kappes Buur: thank you for your nice suggestions, Kappes Buur :)

I heard of but never used that; I think I'll give a look and a try with this editor.

PS: soon there will be some new screens of the maps.
by GuildNavigator
Fri Aug 22, 2014 3:50 pm
Forum: Editing (Archive)
Topic: Help with doors!
Replies: 198
Views: 14734

Re: Help with doors!

Oh, great. :/
Thanks for our precious help in understanding the problem; I really had no idea why it didn't open...
Luckily I have a recent save of the level..

Thanks again!
by GuildNavigator
Fri Aug 22, 2014 3:04 pm
Forum: Editing (Archive)
Topic: Help with doors!
Replies: 198
Views: 14734

Re: Help with doors!

I usually post my questions here, in the thread I opened, because I don not want to bother in other forums... Anyway, I'd like to upload the file in order to see if you can open and run it... it's about 20 MB, is it okay for you to download or you have a low connection? I'm not so used to Slade3, so ...
by GuildNavigator
Fri Aug 22, 2014 1:56 pm
Forum: Editing (Archive)
Topic: Help with doors!
Replies: 198
Views: 14734

Re: Help with doors!

Hi there everyone! Lately I've been very busy, and just now I resumed my old work. I have a strange problem: I've been working on my WAD normally; this afternoon was the last time I modified it. Now, I'm going to open the WAD (I use Doom Builder 2, latest version), and suddenly the typical screen of ...
by GuildNavigator
Mon Mar 11, 2013 8:55 am
Forum: Editing (Archive)
Topic: Help with doors!
Replies: 198
Views: 14734

Re: Help with doors!

Hello everybody! I'm here again with some difficult stuff. Here's the link so you can check it yourself: http://www.mediafire.com/?xwp08nvig4y6v5t Here is it: if you run the wad, the palyer will start in a room with a mountain hole in the corner, and you'll see holes on the floor with strange things ...
by GuildNavigator
Sat Feb 16, 2013 9:19 am
Forum: Editing (Archive)
Topic: Help with doors!
Replies: 198
Views: 14734

Re: Help with doors!

Hi there! I used the special 128:ThrustThingZ in a script in order to activate a current thrusting the palyer down, in a swimmable area; I'va made it so that once the player walks over the activation line, but I suppose I should also set the sector in which I want the player starts to be taken down ...
by GuildNavigator
Thu Jan 24, 2013 9:59 am
Forum: Editing (Archive)
Topic: Help with doors!
Replies: 198
Views: 14734

Re: Help with doors!

Yeah it's about doors but I consider my thread for my problems in general. I think it's a good way to know my style and what I do...

Thanks for the help anyway! :)
by GuildNavigator
Thu Jan 24, 2013 8:45 am
Forum: Editing (Archive)
Topic: Help with doors!
Replies: 198
Views: 14734

Re: Help with doors!

Hi there everybody! :)

I'm back again to ask a specific question; it's about WALL-TRAPS. Yes, how can I create, for example, a hole in the wall which shots arrows or fireballs? Is there a specific command I should use?
If you have some ideas how to create it please tell me.

Thanks in advance!
by GuildNavigator
Wed Jan 23, 2013 11:16 am
Forum: Levels
Topic: A Medieval-styled WAD [UPDATED!], by GuildNavigator
Replies: 15
Views: 6210

Re: A Medieval-styled WAD [UPDATED!], by GuildNavigator

Hi everybody!

I resumed my old work on this WAD. Soon you'll have some preview of my updated work. :)
by GuildNavigator
Mon Nov 19, 2012 1:48 pm
Forum: Editing (Archive)
Topic: Help with doors!
Replies: 198
Views: 14734

Re: Help with doors!

Thank you all. The final solution by BlueShadow seems the best to me; I will add a proper Decorate-things file, so to do it. @cocka: Sorry, sometimes for just a topic there's a dispersive discussion and often is difficult to find a simple answer to your questions... I prefer asking directly here ...
by GuildNavigator
Sun Nov 18, 2012 10:11 am
Forum: Editing (Archive)
Topic: Help with doors!
Replies: 198
Views: 14734

Re: Help with doors!

Well, thanks first for your advice. I tried to follow Kappes Buur advice, instead of killing at the very beginning all the monsters who'll resurrect, but it didn't work. Anyway, I just tried to verify mi first plan: I gave the HellKnight decoration (the object under "Decoration" section representing ...

Go to advanced search