Search found 44 matches

by The Slimeinator
Tue Sep 29, 2009 10:11 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: "Powerup" Armor
Replies: 3
Views: 366

"Powerup" Armor

This is a request for armor that will have a specific powerup effect until the armor runs out or is replaced by another armor. For example, an armor that regenerates the player while he or she has it on. Actor RegenArmor : BasicArmorPickup (Doom Ed Number) { Radius 20 Height 16 Inventory ...
by The Slimeinator
Sun Sep 20, 2009 8:10 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Linedef/Script action - Ceiling/Floor_MoveToValue
Replies: 3
Views: 554

Linedef/Script action - Ceiling/Floor_MoveToValue

I was considering a feature like this a while ago while trying to make an elevator. What about a feature that lowers or raises the ceiling or floor to the specified height value? Ceiling_MoveToValue(tag,value,speed); Floor_MoveToValue(tag,value,speed); Consider a script to create an elevator (with ...
by The Slimeinator
Sun Sep 13, 2009 6:49 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Projectile Kickback Property
Replies: 1
Views: 332

Projectile Kickback Property

This would be a property that goes onto any projectile, the player's or otherwise. It would work similar to the Weapon.KickBack property.

This could be used for a Tractor Beam or somesuch device.
by The Slimeinator
Mon Sep 07, 2009 3:38 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: A_CustomMissileIntercept
Replies: 15
Views: 1797

Re: A_CustomMissileIntercept

DO WANT.
by The Slimeinator
Mon Sep 07, 2009 3:36 pm
Forum: Editing (Archive)
Topic: Preventing the player from "spamming" switches
Replies: 8
Views: 391

Re: Preventing the player from "spamming" switches

Didn't know about TagWait.

Anyway, I already implemented Sonnyboy's method, and it works just fine.
by The Slimeinator
Sun Sep 06, 2009 9:01 pm
Forum: Editing (Archive)
Topic: Preventing the player from "spamming" switches
Replies: 8
Views: 391

Preventing the player from "spamming" switches

I'm trying to make a map in which the water level is controlled by switches. (Like the Water Temple in Legend of Zelda: Ocarina of Time) Problem is, pressing "use" rapidly in front of one of the switches royally messes up the water level variable. Is there a way to prevent a switch from being used ...
by The Slimeinator
Tue Aug 11, 2009 7:17 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: SpeciesHate
Replies: 4
Views: 339

Re: SpeciesHate

Well, drat. Pity.
by The Slimeinator
Tue Aug 11, 2009 6:45 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: SpeciesHate
Replies: 4
Views: 339

SpeciesHate

Well, I was considering the new Species string property in the development versions, and I came up with something that I think could be useful. What about a Monster property that tells the monster to attack a certain species of monster? This could be useful for something such as a "rogue monster ...
by The Slimeinator
Thu Jul 16, 2009 12:32 am
Forum: Editing (Archive)
Topic: Rewarding the player for finding all the secret areas
Replies: 21
Views: 728

Re: Rewarding the player for finding all the secret areas

XutaWoo wrote:I second essel's idea of giving them a spider mastermind to the face.
I third the motion.
by The Slimeinator
Wed Jul 15, 2009 7:20 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 893916

Re: The "How do I..." Thread

I have a question of my own this time.

How do I create a situation where the player will regain 1 health point every 5 seconds in ACS? I've tried an ENTER script with HealThing and GiveInventory (with an item that heals by 1 point), both with delay(35 * 5); and then restart;, but neither worked.
by The Slimeinator
Wed Jul 15, 2009 6:54 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: A_CustonVileAttack
Replies: 22
Views: 1283

Re: A_CustonVileAttack

This sounds like an excellent feature!

And damage was inflicted before the explosion since the beginning of time.
by The Slimeinator
Sat Jul 11, 2009 8:11 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: add weapon.clear_weapon
Replies: 4
Views: 245

Re: add weapon.clear_weapon

Well, once you run out of ammo, the weapon becomes unusable anyway.

The uses you suggested would be covered by this effect.
by The Slimeinator
Sat Jul 11, 2009 9:23 am
Forum: Editing (Archive)
Topic: Another one...[INTERMISSIONS]
Replies: 34
Views: 1916

Re: Ending game.

Hmmm. Maybe you could change the TITLEMAP to have the same cluster as the end-level?
by The Slimeinator
Fri Jul 10, 2009 10:56 pm
Forum: Editing (Archive)
Topic: Another one...[INTERMISSIONS]
Replies: 34
Views: 1916

Re: Ending game.

I think there's a MAPINFO option in the SVNs that allow you to go back to the titlescreen (and thus the TITLEMAP) when you end the game.

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