Search found 1410 matches
- Sun Apr 07, 2019 2:37 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [4.0.0] PicName doesn't work in custom MAPINFO.
- Replies: 1
- Views: 267
[4.0.0] PicName doesn't work in custom MAPINFO.
Instead of using the graphic specified by PicName, user-defined skills and episodes instead simply display their name. This is particularly troublesome for mods like ZDCMP2 which use TNT1A0 to hide certain skill levels. The skills defined in gzdoom.pk3 seem to work as intended. Example file attached ...
- Sat Jun 04, 2016 10:57 pm
- Forum: General
- Topic: Having a projectile execute a script upon an actor it hits
- Replies: 7
- Views: 1024
Re: Having a projectile execute a script upon an actor it hi
A_RadiusGive I was going to suggest that, but it has one problem: Note that the receiving actor's center point must be within the radius specified by the distance parameter, otherwise it won't receive the item. I suppose that might not matter depending on how you set it up, though. In ChronoSeth's ...
- Sat Jun 04, 2016 6:48 pm
- Forum: General
- Topic: Having a projectile execute a script upon an actor it hits
- Replies: 7
- Views: 1024
Re: Having a projectile execute a script upon an actor it hi
I managed to get this working. It does abuse A_SeekerMissile, but no custominventory shenanigans are needed. Decorate: Actor FearGun : PlasmaRifle { Weapon.SlotNumber 8 Weapon.AmmoUse 20 States { Fire: PLSG A 3 A_FireCustomMissile ("FearBall") PLSG B 20 Goto Ready } } Actor FearBall : PlasmaBall ...
- Mon May 23, 2016 2:18 pm
- Forum: Editing (Archive)
- Topic: Quake-style Intermissions
- Replies: 15
- Views: 1671
Re: Quake-style Intermissions
I think this would be easy to implement in a new map. Replace the exit trigger with a script which sends the player's view to a camera in the map, then use [wiki]GetLevelInfo[/wiki] within [wiki=HudMessage]HudMessages[/wiki] to display the kill, secret, and item counts. The script can then wait for ...
- Mon May 02, 2016 6:28 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 894238
Re: The "How do I..." Thread
is there any ways to make the smooth moving monsters more less aggressive like brutal doom monsters? for example; Try this: See: POSS A 2 A_Chase POSS A 2 A_Chase ("", "") POSS B 2 A_Chase POSS B 2 A_Chase ("", "") POSS C 2 A_Chase POSS C 2 A_Chase ("", "") POSS D 2 A_Chase POSS D 2 A_Chase ...
- Wed Apr 06, 2016 4:41 am
- Forum: Off-Topic
- Topic: The Still New What Did You Last Do Thread
- Replies: 29603
- Views: 1524199
Re: The New What Did You Last Do Thread
Please.Big C wrote:On a related note, someone please make the stupid drama over the new Baldur's Gate expansion stop.
It's like a time portal leading back to 2014. Everyone involved is handling it terribly.
- Sun Mar 27, 2016 10:42 pm
- Forum: Off-Topic
- Topic: arch-vile thread (lock this, PLEASE)
- Replies: 10
- Views: 681
Re: arch-vile thread
Why does this thread exist?
- Wed Feb 17, 2016 11:17 am
- Forum: Editing (Archive)
- Topic: Custom health, deathmatch / SP
- Replies: 4
- Views: 534
Re: Custom health, deathmatch / SP
What I came up with is very similar to what DavidN suggested. I haven't tested it, so I probably messed up the syntax somewhere, but something like this should work. I think these features are old enough that Zandronum supports them by now. The only obvious problem I can think of with this idea is ...
- Fri Feb 05, 2016 1:31 pm
- Forum: Editing (Archive)
- Topic: DECORATE - New player death sequence problems
- Replies: 4
- Views: 508
Re: DECORATE - New player death sequence problems
First problem I see is what you've done with A_Jump: TNT1 A 0 A_Jump (128, "AltDeath", "AltDeath2") Stop That 128 is the chance of jumping at all. You have a 128/256 (or 50%) chance of not jumping, so the actor will go straight to that Stop and stop existing. I can't imagine that'd end well with a ...
- Fri Dec 25, 2015 11:47 pm
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30876
- Views: 2143375
Re: The WIP Thread
It's not perfect, but it works. I just wish there was a way to directly change flags in ACS. It's not quite the same, but you can do a little hack with CustomInventory items given by scripts: Actor THRUSPECIES_ON : CustomInventory { States { Pickup: TNT1 A 0 A_ChangeFlag (THRUSPECIES, 1) Stop ...
- Fri Dec 25, 2015 1:11 am
- Forum: Gameplay Mods
- Topic: Another Quake II mod (LITTLE UPDATE 2-12-16)
- Replies: 45
- Views: 26631
Re: Another Quake II mod
TBVH ChronoSeth, not even him is the first coming with Quake 2 assets for Doom, Enjay did, hfc2x did and even Ghastly Dragon did one (but the one he was doing was different), hence "Another Quake II Mod" :P Oh, absolutely, but I've not seen a (mostly) full package like this until now. Enjay's mod ...
- Thu Dec 24, 2015 10:18 pm
- Forum: Gameplay Mods
- Topic: Another Quake II mod (LITTLE UPDATE 2-12-16)
- Replies: 45
- Views: 26631
Re: Another Quake II mod
Gah, you beat me to it! I've been working on what's basically the same mod for a few months now. I was planning on finishing it up and releasing in the next few weeks, but now I'll feel like an ass for it. D: The download link isn't working on my end. All MEGA is giving me is "Temporary error ...
- Wed Dec 16, 2015 3:09 am
- Forum: Editing (Archive)
- Topic: MODELDEF Troubles
- Replies: 1
- Views: 582
MODELDEF Troubles
I'm trying to make the Makron from Quake 2 work in GZDoom. It has two separate models: the exoskeleton you initially find it piloting, and the Makron itself. The two models are combined during the first phase of the battle, letting you see the Makron's legs dangling out from under the exoskeleton ...
- Sun Nov 29, 2015 5:36 pm
- Forum: General
- Topic: Texture resizing and you
- Replies: 92
- Views: 9989
Re: Texture resizing and you
I'll take "blockiness" over smudged blobs which completely ruin the detail in the sprites any day.Rowsol wrote:I guess there's not enough blockiness. Yes, let's embrace the blocks.
- Sat Oct 17, 2015 4:05 pm
- Forum: Off-Topic
- Topic: The Still New What Did You Last Do Thread
- Replies: 29603
- Views: 1524199
Re: The New What Did You Last Do Thread
I just realized that Meet The Medic is totally wrong. He is using the quickfix. That one doesn't make you invulnerable. And even if it would, it would also do that to the medic. Or was all of this the case when TF2 originally came out? The entire point of the quick-fix is that it was the original ...