Search found 1513 matches
Re: Teleport
Not that you are not able to find this yourself... LOL, you didn't understand his problem. azambuja: There are two ways to do that. 1. I can see that you were using the UDMF format, so you can set the same line id for all those lines and then use a script on the teleport lines instead of just the ...
- Tue Jul 18, 2017 11:21 am
- Forum: Editing (Archive)
- Topic: Make a switch desapear...
- Replies: 6
- Views: 744
Re: Make a switch desapear...
I would say when you want the switch to disappear just use setlinespecial at the same time and delete its special. Then when you need it again just reset the line special again.
- Sat Jul 15, 2017 7:12 am
- Forum: Editing (Archive)
- Topic: Floor issues
- Replies: 5
- Views: 650
Re: Floor issues
OK, then how about this one?
Code: Select all
script 1 OPEN
{
Plat_UpByValue(1, 80, 2, 41);
tagwait(1);
delay(18);
restart;
}
- Sat May 27, 2017 6:13 am
- Forum: Editing (Archive)
- Topic: Polyobject Does Not Appear In-Game [Resolved]
- Replies: 7
- Views: 844
Re: Polyobject Does Not Appear In-Game
Just a question: Why don't you put all your polyobjects with the same properties in one large rectangular sector? Two questions came to my mind: 1. Did you create these with startlines or explicit lines? Differences are: 1. Startline polys have an infinite height, only 1 line should be defined as ...
- Fri Apr 21, 2017 7:19 am
- Forum: Editing (Archive)
- Topic: Ceiling not moving to value after stopping a crusher
- Replies: 16
- Views: 1188
Re: Ceiling not moving to value after stopping a crusher
So I think the solution is to use the "stay" versions of crushers in a loop.
But of course in this case the actual crusher can only be used as a crusher thereafter.
But of course in this case the actual crusher can only be used as a crusher thereafter.
- Sun Apr 16, 2017 11:23 am
- Forum: Editing (Archive)
- Topic: Ceiling not moving to value after stopping a crusher
- Replies: 16
- Views: 1188
Re: Ceiling not moving to value after stopping a crusher
May I troll into your wad?
I would prefer this solution:

I would prefer this solution:
- Sun Apr 09, 2017 6:34 am
- Forum: Editing (Archive)
- Topic: How to make casings get crushed?
- Replies: 15
- Views: 1303
Re: How to make casings get crushed?
And does it affect the monsters or just the casing?
- Sun Apr 09, 2017 5:07 am
- Forum: Editing (Archive)
- Topic: How to make casings get crushed?
- Replies: 15
- Views: 1303
Re: How to make casings get crushed?
OK, I just suggested the +DROPPED for your "things can't be crushed" problem.
Otherwise for the scrolling floors... Did you set the pusher for the sectors? Normally it is sector special 4096.
Otherwise for the scrolling floors... Did you set the pusher for the sectors? Normally it is sector special 4096.
- Sun Apr 09, 2017 4:46 am
- Forum: Editing (Archive)
- Topic: How to make casings get crushed?
- Replies: 15
- Views: 1303
Re: How to make casings get crushed?
Does +DROPPED work?
- Thu Mar 16, 2017 7:16 am
- Forum: Editing (Archive)
- Topic: Global ACS String Bug
- Replies: 15
- Views: 1072
Re: Global ACS String Bug
I don't know I used a Win32 GCC compiler.
I think it mainly depends on the compiler.
I think it mainly depends on the compiler.
- Wed Mar 15, 2017 7:32 pm
- Forum: Editing (Archive)
- Topic: Global ACS String Bug
- Replies: 15
- Views: 1072
Re: Global ACS String Bug
How about this one?
https://github.com/rheit/acc
I usually download it from here and then compile it with CodeBlocks. It usually works.
But anyway, here is the compiled version for Windows too:
https://github.com/rheit/acc
I usually download it from here and then compile it with CodeBlocks. It usually works.
But anyway, here is the compiled version for Windows too:
- Tue Mar 07, 2017 3:15 pm
- Forum: Editing (Archive)
- Topic: Arrays as arguments of functions in ACS
- Replies: 1
- Views: 370
Re: Arrays as arguments of functions in ACS
No, I don't think so. You can't pass a complete array in acs scripts. You can't define a complete array inside an acs script either. AS FAR AS I KNOW.
But of course you can change the values of a map, world, global array from a function.
But of course you can change the values of a map, world, global array from a function.
- Tue Mar 07, 2017 3:00 pm
- Forum: Editing (Archive)
- Topic: A 2 way lightswitch
- Replies: 2
- Views: 340
Re: A 2 way lightswitch
Very simple solution:
- Sun Feb 05, 2017 8:12 am
- Forum: Editing (Archive)
- Topic: Monsters stuck with teleport.
- Replies: 2
- Views: 254
Re: Monsters stuck with teleport.
I made a test wad for you. I made two sectors. The first is only for the player, the second behind the grating is only for the monsters. The grating blocks everything, just to ensure that the monsters can't interact with you. They just kill each other without telefraggin or spawning themselves over ...
- Sun Feb 05, 2017 5:14 am
- Forum: Editing (Archive)
- Topic: Monsters stuck with teleport.
- Replies: 2
- Views: 254
Re: Monsters stuck with teleport.
What if you used [wiki]Thing_Hate[/wiki] on the spawned monsters? Or just a simple [wiki]NoiseAlert[/wiki] to make them move?
And then you could use a while/until loop so that the spawning happens only if the SpawnSpot is empty.
And then you could use a while/until loop so that the spawning happens only if the SpawnSpot is empty.