Search found 44 matches
- 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 ...
- 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 ...
- 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.
This could be used for a Tractor Beam or somesuch device.
- Mon Sep 07, 2009 3:38 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: A_CustomMissileIntercept
- Replies: 15
- Views: 1797
Re: A_CustomMissileIntercept
DO WANT.
- 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.
Anyway, I already implemented Sonnyboy's method, and it works just fine.
- Sun Sep 06, 2009 9:08 pm
- Forum: Editing (Archive)
- Topic: Preventing the player from "spamming" switches
- Replies: 8
- Views: 391
Re: Preventing the player from "spamming" switches
I'll give that a shot.
- 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 ...
- Tue Aug 11, 2009 7:17 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: SpeciesHate
- Replies: 4
- Views: 339
Re: SpeciesHate
Well, drat. Pity.
- 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 ...
- 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
I third the motion.XutaWoo wrote:I second essel's idea of giving them a spider mastermind to the face.
- 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.
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.
- 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.
And damage was inflicted before the explosion since the beginning of time.
- 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.
The uses you suggested would be covered by this effect.
- 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?
- 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.