Search found 171 matches
- Tue Jan 29, 2008 7:05 am
- Forum: Editing (Archive)
- Topic: Decorate Inventory Drop
- Replies: 5
- Views: 681
Re: Decorate Inventory Drop
Upon consideration, and testing some of my own variations of bigheadspidey's code there, I like the separate items droppped better anyways, I definitely see what you mean Vaecrius with the super hacky codes and I definitely dont like the idea of that. Thanks for everybody's help!
- Mon Jan 28, 2008 12:07 pm
- Forum: Editing (Archive)
- Topic: Decorate Inventory Drop
- Replies: 5
- Views: 681
Re: Decorate Inventory Drop
this is excellent, but consider this, could we assign all of these as items inside of 1 custom pickup, using say, the sprites from the backpack pickup (which could me modified to look different if need-be), which is dropped when an actor dies?
- Sun Jan 27, 2008 5:44 pm
- Forum: Editing (Archive)
- Topic: Decorate Inventory Drop
- Replies: 5
- Views: 681
Decorate Inventory Drop
Is there a way one can make a decorate item that the player drops upon death that checks the inventory of weapons and ammo and drops what the player had?
- Wed Jan 23, 2008 7:36 am
- Forum: Editing (Archive)
- Topic: blood splat and bullet puff sounds
- Replies: 20
- Views: 1495
Re: blood splat and bullet puff sounds
Thats exactly what I needed and this now works perfectly. THANKS!
- Tue Jan 22, 2008 11:09 am
- Forum: Editing (Archive)
- Topic: blood splat and bullet puff sounds
- Replies: 20
- Views: 1495
Re: blood splat and bullet puff sounds
Yeah I saw that, it still exists in the WIKI under projectiles, regardless, seesound still doesnt do the trick...
- Tue Jan 22, 2008 10:50 am
- Forum: Editing (Archive)
- Topic: blood splat and bullet puff sounds
- Replies: 20
- Views: 1495
Re: blood splat and bullet puff sounds
Checked, no other blood actors are interfering, SpawnSound confusingly creates an error on doom startup, (unknown actor property) and all other sound properties have no effect. If I had the breakdown of the frames and states I would just put the sound in as an A_Playsound but the wiki doesnt have th...
- Mon Jan 21, 2008 11:31 pm
- Forum: Editing (Archive)
- Topic: blood splat and bullet puff sounds
- Replies: 20
- Views: 1495
Re: blood splat and bullet puff sounds
now that is a pro at work, NICE!
only problem is the blood still doesnt make the sound...
only problem is the blood still doesnt make the sound...
- Mon Jan 21, 2008 3:19 pm
- Forum: Closed Bugs [GZDoom]
- Topic: splash3.wad no longer working??
- Replies: 9
- Views: 773
Re: splash3.wad no longer working??
MANY THANKS!
- Mon Jan 21, 2008 3:17 pm
- Forum: Editing (Archive)
- Topic: blood splat and bullet puff sounds
- Replies: 20
- Views: 1495
Re: blood splat and bullet puff sounds
this isnt my FIRST time editing these things, it doesnt work while it is active, I have it commented out here because it serves no function.
- Mon Jan 21, 2008 10:48 am
- Forum: Closed Bugs [GZDoom]
- Topic: splash3.wad no longer working??
- Replies: 9
- Views: 773
Re: splash3.wad no longer working??
splash Water { smallclass WaterSplash smallclip 12 smallsound world/drip baseclass WaterSplashBase chunkclass WaterSplash chunkxvelshift 8 chunkyvelshift 8 chunkzvelshift 8 chunkbasezvel 2 sound world/watersplash } just as an example, this doesnt make a splash, bulletpuffs are still spawned and no ...
- Mon Jan 21, 2008 9:42 am
- Forum: Editing (Archive)
- Topic: blood splat and bullet puff sounds
- Replies: 20
- Views: 1495
Re: blood splat and bullet puff sounds
actor NewBulletPuff : BulletPuff replaces BulletPuff { spawnid 131 renderstyle Translucent alpha 0.5 //activesound "puff/clang" (puff clang is supposed to be a bullet hitting a non shootable actor, say a barrel for instance. According the the wiki, activesound is the only other assignable...
- Fri Jan 18, 2008 8:48 am
- Forum: Editing (Archive)
- Topic: blood splat and bullet puff sounds
- Replies: 20
- Views: 1495
Re: blood splat and bullet puff sounds
from the wiki: Bullet puff used for hitscan attacks in Doom. Using in DECORATE The behavior of a bullet puff depends on the result of the hitscan attack that uses it: missed activesound is played. Additionally, if ALWAYSPUFF flag is set, Crash state sequence is entered. hit wall attacksound is playe...
- Thu Jan 17, 2008 11:11 am
- Forum: Editing (Archive)
- Topic: blood splat and bullet puff sounds
- Replies: 20
- Views: 1495
Re: blood splat and bullet puff sounds
Looks like the functionality of this has changed somewhat from what is listed in the WIKI, randy, can we get an explanation?
- Wed Jan 16, 2008 12:11 pm
- Forum: Editing (Archive)
- Topic: blood splat and bullet puff sounds
- Replies: 20
- Views: 1495
Re: blood splat and bullet puff sounds
NICE! I was looking for that, thank you! Let the modding begin.
I really need to keep up to date on this stuff, I still need to find out how to make my water and other splashes to work again.
I really need to keep up to date on this stuff, I still need to find out how to make my water and other splashes to work again.
- Wed Jan 16, 2008 7:47 am
- Forum: Editing (Archive)
- Topic: blood splat and bullet puff sounds
- Replies: 20
- Views: 1495
blood splat and bullet puff sounds
I have an old way of doing this using DEHACKED but it would seem that is not the way to do things anymore, now my blood splats and bullet puffs no longer make the correct sounds. I could use some help here, there must be a better way of acheiving this in DECORATE. this is what I use in DEHACKED.lmp,...