Search found 92 matches
- Sun Jan 03, 2021 6:48 pm
- Forum: Scripting
- Topic: [DECORATE] Switching weapons if there's no ammo
- Replies: 2
- Views: 518
Re: [DECORATE] Switching weapons if there's no ammo
I made this post! I guess I forgot to log in prior.
- Mon Dec 07, 2020 10:29 am
- Forum: Scripting
- Topic: [DECORATE] A_SelectWeapon error with SWF_SELECTPRIORITY flag
- Replies: 1
- Views: 208
[DECORATE] A_SelectWeapon error with SWF_SELECTPRIORITY flag
I'm trying to set the variable SWF_SELECTPRIORITY in https://zdoom.org/wiki/A_SelectWeapon to True (meaning the highest priority weapon is selected). If I don't set the flag the code doesn't produce an error: MARG A 0 A_SelectWeapon ("plasmarifle") I try it with the flag set and I get an error: MARG ...
- Fri Dec 04, 2020 4:00 pm
- Forum: Scripting
- Topic: [DECORATE] Weapon alt fire is normal fire if no ammo for alt
- Replies: 4
- Views: 724
Re: [DECORATE] Weapon alt fire is normal fire if no ammo for
Thanks for getting me pointed in the right direction! I believe I have it working. Here's relevant code: Weapon.AmmoUse1 0 //remove ammo later with A_TakeInventory Weapon.AmmoUse2 0 //remove ammo later with A_TakeInventory Weapon.AmmoType1 "DemonBlood" Weapon.AmmoType2 "HectePlasma" +AMMO_OPTIONAL ...
- Thu Dec 03, 2020 11:57 pm
- Forum: Scripting
- Topic: [DECORATE] Weapon alt fire is normal fire if no ammo for alt
- Replies: 4
- Views: 724
[DECORATE] Weapon alt fire is normal fire if no ammo for alt
Hi everyone, I'm wondering if there's a way in DECORATE to have a custom weapon which does its normal shot if the alt fire button if pressed but the ammo for the alt fire is zero. What I can think of is performing some sort of check, but I don't think there's IF statements in DECORATE.... AltFire ...
- Fri Nov 20, 2020 6:30 pm
- Forum: Scripting
- Topic: [DECORATE] Change a monster's crushed sprite
- Replies: 2
- Views: 294
Re: [DECORATE] Change a monster's crushed sprite
Bingo, thanks Zahl!
- Wed Nov 18, 2020 10:10 pm
- Forum: Scripting
- Topic: [DECORATE] Change a monster's crushed sprite
- Replies: 2
- Views: 294
[DECORATE] Change a monster's crushed sprite
Is there a way to change the sprite of a crushed monster (door/crusher)? There's this unused large blood and bones spite: BPOLA0.png It would be nice to have it as fatso/arachnotron/etc crushed sprite. A secondary question would be this: I've noticed that when you change a monster's blood color its ...
- Mon Nov 02, 2020 9:43 pm
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1053
- Views: 417504
Re: Ultimate Doom Builder
Maybe? I'm just saying that when you drag geometry around (maybe only in certain cases?) it breaks up sectors with multiple polygons (joined sectors) into multiple sectors.Enjay wrote:For number 2, if I understand your description correctly, I think these buttons on the tool bar are what you are looking for:
- Mon Nov 02, 2020 1:15 pm
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1053
- Views: 417504
Re: Ultimate Doom Builder
I love Ultimate DOOM builder; it's an amazing tool. I recently had one problem with it you may not be aware of. My current map wasn't close to origin (0, 0), so to appease my OCD I moved my rather large work to center. I did this by selecting all the sectors and dragging. A couple things I noticed ...
- Sun Aug 09, 2020 7:31 am
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1053
- Views: 417504
Re: Ultimate Doom Builder
Woo-who! That did it. Thanks!!boris wrote:If you installed to to somewhere like "C:\Program Files" you could also try to put it some where else with less strict access permissions (although I can't imagine it'll help in this case).
- Sat Aug 08, 2020 10:20 pm
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1053
- Views: 417504
Re: Ultimate Doom Builder
Okay, I'm dying here. I just got a very fancy new machine but both GZDoom Builder and Ultimate DOOM builder won't run on it. Do I have any hope? Here's me trying to create a new map: Capture.PNG Here's the error: Capture2.PNG Full errors: ***********SYSTEM INFO*********** OS: Microsoft Windows 10 ...
- Mon Dec 30, 2019 9:24 pm
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1053
- Views: 417504
Re: Ultimate Doom Builder
Wow, this is awesome. Thank you so much for doing this. I recently got a new computer and GZDoomBuilder wouldn't work on it. This one does! I'm no longer stuck dealing with the old Doom Builder. You are my hero.
- Mon Feb 25, 2019 8:03 pm
- Forum: Levels
- Topic: Boom Stick in the Mud - Released
- Replies: 0
- Views: 1334
Boom Stick in the Mud - Released
https://imgur.com/k4wzVSs https://imgur.com/e42EFHk https://imgur.com/WgWRyy3 https://imgur.com/Ge0QVK9 I've released a new ZDoom map titled BOOM Stick in the Mud . Feedback is always welcome. Doomworld release thread idgames download Story Hellspawn have overrun UAC's high tech sewage treatment ...
- Tue Jan 22, 2019 9:05 pm
- Forum: Scripting
- Topic: [DECORATE] Remove default monster sound
- Replies: 7
- Views: 373
Re: [DECORATE] Remove default monster sound
Ah, I see what you did there (removed A_BabyMetal). Strangely, this works UNLESS the arachnotron enters its pain state - if so the sound plays as normal after the pain state. However, I found replacing the pain state code with the same exact code from the arachnotron wiki page removes this affect ...
- Tue Jan 22, 2019 8:21 pm
- Forum: Scripting
- Topic: [DECORATE] Remove default monster sound
- Replies: 7
- Views: 373
Re: [DECORATE] Remove default monster sound
Unfortunately TDRR That doesn't seem to work. The sound remains.
Code: Select all
actor arachnotronCustom : Arachnotron Replaces Arachnotron
{
ActiveSound "weapons/xbowshoot"
}- Tue Jan 22, 2019 7:42 pm
- Forum: Scripting
- Topic: [DECORATE] Remove default monster sound
- Replies: 7
- Views: 373
[DECORATE] Remove default monster sound
I'd really like to remove the arachnotron's active sound (it grades on me) using DECORATE. I've tried the following, but unsurprisingly they haven't worked: actor arachnotronCustom : Arachnotron Replaces Arachnotron { ActiveSound "" } actor arachnotronCustom : Arachnotron Replaces Arachnotron ...