The Last Strongholds a.t. Abyss to Hell (Update p.3)
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- Tormentor667
- Posts: 13556
- Joined: Wed Jul 16, 2003 3:52 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
- Contact:
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
- Tormentor667
- Posts: 13556
- Joined: Wed Jul 16, 2003 3:52 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
- Contact:
- Tormentor667
- Posts: 13556
- Joined: Wed Jul 16, 2003 3:52 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
- Contact:
@Xaser - Indeed
And yes, I am busy with other projects, "EDIV", "Netherworld", "TNT4", "XMAS-DM 2" and hmm.. yes that's all, but why d'you ask?
Oh by the way: Here some preview stuff of the suggested "Canyon Map":

You can see a part of the path leading downwards through the canyon. In front of you, there is a nice hellish castle
The skybox itself isn't finished and the way downwards will also still get some more detail to spice things up 

Oh by the way: Here some preview stuff of the suggested "Canyon Map":

You can see a part of the path leading downwards through the canyon. In front of you, there is a nice hellish castle


- Lexus Alyus
- Posts: 4220
- Joined: Tue Jul 15, 2003 5:07 pm
- Location: Nottingham, UK
- Contact:
Kinda like this one?HotWax wrote:You could also have a reversal map where you play a monster protecting a portion of Hell from marines....
- Tormentor667
- Posts: 13556
- Joined: Wed Jul 16, 2003 3:52 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
- Contact:
No deadline and no time limit, but the sooner the betterLexus Alyus wrote:Yeah, i'll do some trax for you. Lemme see what I can cook up. Because you ask of a bit more than just one song this might take more time. What is the time scale? Do you have a deadline?
I'll see what I can do.


- Tormentor667
- Posts: 13556
- Joined: Wed Jul 16, 2003 3:52 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
- Contact:
Request: Some persons over at Doomworld hat the idea to create stationairy weapons for this mod. For example a high speed volcan cannon which is placed somewhere in front of the bases. If you hit USE at the weapon-pod, all your normal weapons will be remoeved, the player freezed and given a new weapon to him with unlimited ammo with which he can fire from his pod. If he uses the next the the USE button, the weapon is beeing removed and all his old weapons are given once more and he can move once again (alternativeley it would also be enough, if the player can't use his other weapons anymore while in "STATIOARY WEAPON MODE").
Would something like this (with the help of .64's new weapon code to create new weapons) be possible and if YEs, how???
Would something like this (with the help of .64's new weapon code to create new weapons) be possible and if YEs, how???
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
PROP_FROZEN should be all you need. All it disables are the movement buttons so shooting is still possible. For removing/giving the weapons all you need is Give/Take/CheckInventory and PROP_INSTANTWEAPONSWITCH might also be useful.
I suggest a function
which saves all the necessary inventory info to global ACS variables and
to restore it afterward. The activation script might look like this:
and to return to normal:
Note that without adjusting the player's position he will not be placed correctly when using this weapon.
I suggest a function
Code: Select all
function void SaveWeaponStatus()
{
...
}
Code: Select all
function void RestoreWeaponStatus()
{
...
}
Code: Select all
script 1(void)
{
SetPlayerProperty(0, 1, PROP_FROZEN);
SetPlayerProperty(0, 1, PROP_INSTANTWEAPONSWITCH);
SaveWeaponStatus();
GiveInventory("StationaryWeapon",1);
// optionally save the player's position and put him in the same spot as the cannon or whatever.
}
Code: Select all
script 1(void)
{
SetPlayerProperty(0, 0, PROP_FROZEN);
SetPlayerProperty(0, 0, PROP_INSTANTWEAPONSWITCH);
TakeInventory("StationaryWeapon",1);
RestoreWeaponStatus();
// optionally restore the player's position
}
- Tormentor667
- Posts: 13556
- Joined: Wed Jul 16, 2003 3:52 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
- Contact: