A much simpler solution, using ACS, decorate and 3d models. It doesn't carry players while it's extending, but it does once it's fully deployed.
https://youtu.be/qe1-aE7XzCU
Search found 42 matches
- Fri Dec 27, 2024 4:37 pm
- Forum: Mapping
- Topic: Moving/Extending 3d Bridges?
- Replies: 6
- Views: 3061
- Fri May 03, 2024 8:20 am
- Forum: Mapping
- Topic: How do i make destructible walls in udmf?
- Replies: 4
- Views: 1056
Re: How do i make destructible walls in udmf?
I would create models in ultimate doom builder. A whole wall, then a damaged wall, and use the models as frames in decorate/zscript. I've been thinking about destructible columns, to eventually bring the ceiling down on monsters (or on you, as a trap). Imagine your cover gets destroyed by a well ...
- Thu May 02, 2024 6:25 am
- Forum: Assets (and other stuff)
- Topic: Simple model help
- Replies: 9
- Views: 2987
Re: Simple model help
Let me start at step 1 - what modeler program should I use? Blender? I just want to create a cube, so don't need anything fancy. If I could create a model by hand in a text file I'd be fine with that. If a cube is all you need, you can use ultimate Doom builder and export it as obj, then import the ...
- Sat Mar 23, 2024 7:48 pm
- Forum: Mapping
- Topic: How do i make destructible walls in udmf?
- Replies: 4
- Views: 1056
Re: How do i make destructible walls in udmf?
You could use an actor as your wall.
- Mon May 15, 2023 4:49 pm
- Forum: Assets (and other stuff)
- Topic: Swinging Door, no polyobjects
- Replies: 13
- Views: 2293
- Thu May 11, 2023 6:12 am
- Forum: Scripting
- Topic: How can I run a script a set number of times then stop?
- Replies: 3
- Views: 246
Re: How can I run a script a set number of times then stop?
So, it's:
Script 1 (void)
for(int i=0; i<64; i++)
{
//Do code here
}
Script 1 (void)
for(int i=0; i<64; i++)
{
//Do code here
}
- Wed May 10, 2023 7:14 pm
- Forum: Scripting
- Topic: How can I run a script a set number of times then stop?
- Replies: 3
- Views: 246
How can I run a script a set number of times then stop?
I need a loop, but my knowledge is limited. I need to move an actor in one unit increments, and writing the same line 64 times seems too much.
Maybe someone knows how to do it, or can point me to a tutorial. The examples in the wiki don't help.
Thanks.
Maybe someone knows how to do it, or can point me to a tutorial. The examples in the wiki don't help.
Thanks.
- Sat May 06, 2023 1:42 pm
- Forum: Assets (and other stuff)
- Topic: Swinging Door, no polyobjects
- Replies: 13
- Views: 2293
- Mon May 01, 2023 4:05 pm
- Forum: Assets (and other stuff)
- Topic: Swinging Door, no polyobjects
- Replies: 13
- Views: 2293
- Fri Apr 28, 2023 1:55 pm
- Forum: Resources
- Topic: Swing. Instructional map with a door, a chest, a lever, a bridge and a valve.
- Replies: 0
- Views: 983
Swing. Instructional map with a door, a chest, a lever, a bridge and a valve.
https://youtu.be/pgF64CJJtGg https://www.doomworld.com/applications/core/interface/file/attachment.php?id=232387 Updated valve script Code: script "VALVE" (void) { ACS_Execute(1,0,100,0,0); PlaySound(29,"VALVE"); Delay(20); Ceiling_RaiseByValueTimes8(23,8,11); Delay(1); PlaySound(66,"WATER ...
- Fri Apr 28, 2023 12:45 pm
- Forum: Assets (and other stuff)
- Topic: Swinging Door, no polyobjects
- Replies: 13
- Views: 2293
Re: Swinging Door, no polyobjects
As promised, here's the map. Just a few rooms and no monsters. Sorry about the sounds. They were picked in a hurry. If you know how to create models in Ultimate Doom Builder, this will be a piece of cake. Maybe someone with more experience could simplify the scripts, or even make interactive ...
- Thu Apr 27, 2023 10:47 am
- Forum: Assets (and other stuff)
- Topic: Swinging Door, no polyobjects
- Replies: 13
- Views: 2293
Re: Swinging Door, no polyobjects
Apologies.
It seems the pk3 I uploaded has an extra decorate file that needs to be removed.
Decorate.txt.bak
I'm sorry.
I'm preparing a sample map with everything I have:
Door
Bridge
Chest
Lever
Valve
It seems the pk3 I uploaded has an extra decorate file that needs to be removed.
Decorate.txt.bak
I'm sorry.
I'm preparing a sample map with everything I have:
Door
Bridge
Chest
Lever
Valve
- Wed Apr 26, 2023 7:18 pm
- Forum: Assets (and other stuff)
- Topic: Swinging Door, no polyobjects
- Replies: 13
- Views: 2293
Re: Swinging Door, no polyobjects
Yes, they can. Set the line flags to "block everything" and "monster activates" and the activation to "repeatable action", "when player presses use" and "when monster bumps".
I tried and they open the door, but find it hard to go through.
I tried and they open the door, but find it hard to go through.
- Wed Apr 26, 2023 4:30 pm
- Forum: Assets (and other stuff)
- Topic: Swinging Door, no polyobjects
- Replies: 13
- Views: 2293
Re: Swinging Door, no polyobjects
https://www.doomworld.com/applications/core/interface/file/attachment.php?id=232098 Sample map with one fully functional door. I'll be happy to answer your questions. Once you figure it out, you'll see how easy it is. There are 2 scripts: Swing Bump One for each side of the door. And there's 2 lines ...
- Mon Apr 24, 2023 4:02 pm
- Forum: Tutorials
- Topic: Kappes Buur's Tutorials
- Replies: 6
- Views: 8423
Re: Kappes Buur's Tutorials
Thanks
These tutorials helped me a lot, and continue to do so.
Keep up the good work.
These tutorials helped me a lot, and continue to do so.
Keep up the good work.