Search found 28 matches
- Fri Nov 28, 2014 5:18 pm
- Forum: Editing (Archive)
- Topic: [Fixed] "Actor" is not an actor property?
- Replies: 2
- Views: 432
Re: "Actor" is not an actor property?
You're missing a closing bracket for CommandoArm (right above KnightArm).
- Fri Nov 28, 2014 6:49 am
- Forum: Editing (Archive)
- Topic: Dynamic weapon spread
- Replies: 4
- Views: 535
Re: Dynamic weapon spread
Thank you! Changed the numbullets parameter to -1 to avoid accurate quicktapping, but otherwise everything seems to work just as it's supposed to. Now to toy with balance... 
- Thu Nov 27, 2014 2:10 pm
- Forum: Editing (Archive)
- Topic: Dynamic weapon spread
- Replies: 4
- Views: 535
Dynamic weapon spread
I'm trying to make a hitscan weapon where the bullet spread increases as you keep pressing the trigger. The bullet spread would be gradually restored with time, to avoid being able to cancel the effect with quicktapping or switching weapons. Think of it like a minigun spinning up and down. So I'm ...
- Thu Feb 06, 2014 4:53 am
- Forum: General
- Topic: An Italian Clone of Michael Hardy. Something to get worried?
- Replies: 82
- Views: 12843
Re: An Italian Clone of Michael Hardy. Something to get worr
The only mistake is to complain about bumps. Fundamental misunderstanding of the way forums work. Posts brings topics up. If there's no interest, and hence no posts, in a particular topic, then it is pushed out by other topics. Popularity takes care of things naturally. Up until people start posting ...
- Sat Aug 10, 2013 3:23 am
- Forum: General
- Topic: Anyway to stop doom monster respawn?
- Replies: 12
- Views: 2004
Re: Anyway to stop doom monster respawn?
It seems tacky to say it, but my go-to example for this is Phmlspd map08. The start surrounds you with shotgunners, and gives you 2 BFG shots. The idea is to power through them and rush the corners for cover/distance/ammo. In UV -fast, you will survive this part about once every three attempts. On ...
- Fri Aug 09, 2013 5:42 pm
- Forum: General
- Topic: Anyway to stop doom monster respawn?
- Replies: 12
- Views: 2004
Re: Anyway to stop doom monster respawn?
It's not the same. Nightmare monsters react faster than -fast.
- Sat Jul 20, 2013 5:13 am
- Forum: Abandoned/Dead Projects
- Topic: Cyberrunner - 0.11 - No longer in progress
- Replies: 39
- Views: 25518
Re: [WIP] Cyberrunner - 0.11 - Polish and extra stuff.
This egypt map looks fantastic.
- Thu Jun 27, 2013 10:09 am
- Forum: Abandoned/Dead Projects
- Topic: Cyberrunner - 0.11 - No longer in progress
- Replies: 39
- Views: 25518
Re: [WIP] Cyberrunner: Race the Wind
This is the kind of mod I should dislike, because a first-person view lacks physical feedback and isn't conductive to parkour and blah blah blah blah but it's all so deliciously cheesy I can't help but love it. :) The only thing it's missing is a tone deaf female robotic voice similar to that ...
- Fri Jun 21, 2013 12:11 pm
- Forum: Abandoned/Dead Projects
- Topic: [WIP] [GZDooM] Roll v0.2
- Replies: 57
- Views: 9666
Re: [WIP] [GZDooM] Roll
Looks pretty cool. 
- Sun Jun 16, 2013 4:03 am
- Forum: Editing (Archive)
- Topic: The order of "LOAD"
- Replies: 30
- Views: 1647
Re: The order of "LOAD"
Also since we're talking about Doom, there's nearly 20 years of editing howtos, tutorials, and other forms of advice that are about what existed then. Yeah, that's the thing right there. I started a gameplay mod a mere half year ago, and when I did searches on how to get custom weapons to work ...
- Mon Apr 22, 2013 2:20 pm
- Forum: Editing (Archive)
- Topic: I don't get Thing_Stop
- Replies: 5
- Views: 414
Re: I don't get Thing_Stop
Thanks guys. Interesting stuff! I wanted to avoid DECORATE because the map is supposed to be for a community project, but rereading the rules it's allowed anyway, so it looks like this is indeed the way I should go. Edit: actually, Mikk-'s idea to use APROP_SPEED set to 0 works flawlessly so far ...
- Mon Apr 22, 2013 12:49 pm
- Forum: Editing (Archive)
- Topic: I don't get Thing_Stop
- Replies: 5
- Views: 414
I don't get Thing_Stop
At first, I thought it froze the actors' movement for as long as it's active. Doesn't work. OK, reading the wiki description more carefully, maybe it sets the acceleration and speed to 0 for one tic, and then movement resumes in the next tic, so I have to make the script loop. Nope, still doesn't ...
- Fri Feb 15, 2013 7:19 am
- Forum: General
- Topic: Opinions on randomized damage
- Replies: 55
- Views: 4396
Re: Opinions on randomized damage
I use such a mod from my ZDoom playing, and it's hard to understand the claim fixed damage values leads to such predictability fighting monsters would be akin to filling a spreadsheet. The random aspect of weapon damage in Doom is alleviated by how these weapons are designed, in most cases. For ...
- Mon Feb 11, 2013 8:36 am
- Forum: General
- Topic: Opinions on randomized damage
- Replies: 55
- Views: 4396
Re: Opinions on randomized damage
In a real-time environment, especially a first person shooter, I'm not big on randomized damage. Fixed values allow for a more controlled experience, eventually better balance, allowing the game designer to create challenges for any targeted skill level, whereas with randomness you have to leave ...
- Sun Jun 24, 2012 6:21 pm
- Forum: General
- Topic: Slowing down the player - Accepted in which circumstances?
- Replies: 57
- Views: 4871
Re: Slowing down the player - Accepted in which circumstance
remember KDiZD Z1M1? It can't be played with classic Doom tactics without getting into serious problems so for some players the level is defective. News to me! I've always played this level guns blazing and wouldn't think of doing it any other way. To an extent I would almost argue this level ...