Thanks but can you explain more on how could i change it for a custom one ?kodi wrote:@bigprojectalone
It's in the CONFONT iirc
edit:
I managed to change the CONFONT but now there is no more selector at all :3
Thanks but can you explain more on how could i change it for a custom one ?kodi wrote:@bigprojectalone
It's in the CONFONT iirc

Yes, its save on ressurection, but at the same time it depends on how you give him armor.Amuscaria wrote:When a monster dies and resurrected/respawns, does its inventory gets reset to its initial state or does it keep whatever it had when it died? Say I gave a monster 100 armor, and it has 50 left when it dies, does it keep 50 when its resurrected by an Archvile, or respawns?
Spoiler:At nightmare game just spawn new monster at the corpse of old, so new monster cant have inventory of old.
I can´t reproduce that.SomeOtherDoomGuy wrote:Anyone have any idea why Sector Scrolling moved one way and carries the opposite way. I set it to go north-medium. Yet when I stand on it, I go south. It appears to go north but moves me south.
I am using GZDoom Builder UDMF
I believe the texture rotation is the troublemaker. Set it to zero.SomeOtherDoomGuy wrote:Your works. I cannot figure out what is screwing mine up. Here is a link for for anyone that wants to have a look and try to fix it: https://drive.google.com/open?id=0B552Q ... XltNHpza0E
Its almost a gig with only one level. I will delete unused stuff when finished.

Geez I can believe I missed that. I rotated the previous texture I was using to line up correctly with the movement direction. Thanks dude.Leon_Portier wrote:I belive the texture rotation is the troublemaker. Set it to zero.SomeOtherDoomGuy wrote:Your works. I cannot figure out what is screwing mine up. Here is a link for for anyone that wants to have a look and try to fix it: https://drive.google.com/open?id=0B552Q ... XltNHpza0E
Its almost a gig with only one level. I will delete unused stuff when finished.
SomeOtherDoomGuy wrote:What does the text in your SNDSEQ look like?
Code: Select all
:DOOR01
door 1
playuntildone DOOR_OP
playrepeat NOSOUND
stopsound DOOR_CL
end