nah seems to me that you hit the nail on the head lol
but how would I command the monster to flip the alarm switch once he's completed his path
Search found 10 matches
- Wed Jan 02, 2013 12:19 pm
- Forum: Editing (Archive)
- Topic: Getting NPC to Trip an Alarm
- Replies: 7
- Views: 556
- Wed Jan 02, 2013 12:58 am
- Forum: Editing (Archive)
- Topic: Getting NPC to Trip an Alarm
- Replies: 7
- Views: 556
Re: Getting NPC to Trip an Alarm
Well I want to prevent the player from having to cross a linedef. It would give them the chance to drop the guard before crossing the line, then continue, thus making what i'm trying to do moot. I don't know a whole lot about ACS, but couldn't I just execute the script when the enemy enters the "See ...
- Tue Jan 01, 2013 4:38 pm
- Forum: Editing (Archive)
- Topic: Getting NPC to Trip an Alarm
- Replies: 7
- Views: 556
Getting NPC to Trip an Alarm
For my project I'm trying to get an enemy to run to an alarm and trip it when he sees the player. Once that happens guards arrive and attack the player. Also more guards spawn at other areas of the map to simulate a heightened state of security. I wouldn't even know where to start. Is it an ACS ...
- Tue Jan 01, 2013 3:02 pm
- Forum: General
- Topic: Where is Laz Rojas
- Replies: 2
- Views: 409
Re: Where is Laz Rojas
oh nice. thanks
- Mon Dec 31, 2012 5:27 pm
- Forum: General
- Topic: Where is Laz Rojas
- Replies: 2
- Views: 409
Where is Laz Rojas
I remember there being a thread somewhere (could be either NewDoom or DoomWorld, i dont remember) that he had retired from making WolfenDooM scenarios. So I know he's pretty much gone from the theatre of DooM editing. What I'd like to know is how to contact him. I had a massive strike of inspiration ...
- Mon Dec 31, 2012 1:21 pm
- Forum: Editing (Archive)
- Topic: Content for My Mod
- Replies: 6
- Views: 413
Re: Content for My Mod
it's nothing special. I'm a classical doomer. Been playing it a long time, and in comparison to modern games I still play doom because it's more or less the granddaddy of them all. All I've done so far is add blood, shell casings, and a couple monster specific things. This is something for the ...
- Sat Dec 29, 2012 4:49 pm
- Forum: Editing (Archive)
- Topic: Content for My Mod
- Replies: 6
- Views: 413
Content for My Mod
I'm putting together an enhancement mod. My goal is to keep it simplistic, i.e. as close to original doom as possible. I've added shell casings to the player weapons and monsters, smoke trails to fireballs, rockets and plasma, and have added nashgore-like blood effects. What I'm debating on is ...
- Fri Dec 21, 2012 5:55 pm
- Forum: General
- Topic: What Would You Like To See?
- Replies: 3
- Views: 257
Re: What Would You Like To See?
Well this might be an evolving concept. If i can do well enough, and snag some acclaim, i'll do advertising and stuff for wads and mods. you guys are making the gears spin 

- Fri Dec 21, 2012 1:41 pm
- Forum: General
- Topic: Doom is now 19 years old.
- Replies: 6
- Views: 742
Re: Doom is now 19 years old.
To be honest, I don't know if I want a DooM 4. I'm afraid they might destroy the franchise with it. Then again it might soar with EA having their back.
- Fri Dec 21, 2012 1:00 pm
- Forum: General
- Topic: What Would You Like To See?
- Replies: 3
- Views: 257
What Would You Like To See?
Hey what's up gents. I'm starting up a playthrough webseries on youtube for doom PWADS. Don't worry, it's gonna be as painless as possible :D I'm gonna do absolutely everything in my power to make it cool to watch. It won't be just the "watch the player kill a bunch of stuff" kin of thing. I won't ...