GAD-like behavior?

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Okgo5555
Posts: 89
Joined: Thu Mar 23, 2017 11:18 am

GAD-like behavior?

Post by Okgo5555 »

I am re-tooling a version of the slipgate complex for Doom in Zdoom. I would like to replace that bridge that leads to the Nailgun secret with a bridge made out of "things" that behave like GADS from ROTT. I was looking through the ROTT TC and the DECORATE doesn't seem to accomplish what I'm looking to do. I'm ok with having multiple "things" that have different heights, I just thought that the GAD idea goes better with the aesthetic of what I'm going for than the weird "Doomy" bridge workarounds that are usually in place for this type of situation. I would rather have an oldschool looking bridge made out of GAD platforms from ala ROTT. Seems like this should be pretty doable in DECORATE.
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Arctangent
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Re: GAD-like behavior?

Post by Arctangent »

... What exactly is the question, again?
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wildweasel
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Re: GAD-like behavior?

Post by wildweasel »

ZDoom actually has functionality like this in the form of Hexen's Bridge thing. Though by default they're invisible, I suppose it's not that much of a problem to create a new actor based on them that has no gravity and uses the ROTT platform sprites.
Okgo5555
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Joined: Thu Mar 23, 2017 11:18 am

Re: GAD-like behavior?

Post by Okgo5555 »

My map is Doom in Zdoom Format, do I have to switch to UDMF or Hexen? When I place one on the map, I get <!> n Doombuilder and it doesn't show up or do anything at runtime.
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Arctangent
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Re: GAD-like behavior?

Post by Arctangent »

Doom format maps don't have the ability to put actors at arbitrary heights, so yes, you'll need to convert it to UDMF if you want some sort of anti-gravity bridge actor.
Okgo5555
Posts: 89
Joined: Thu Mar 23, 2017 11:18 am

Re: GAD-like behavior?

Post by Okgo5555 »

So, I have converted my map to UDMF. I see how the bridges work. Although, they are invisible. Everything I look up says to "replace the sprites," but the sprites never show up! This what I have in DECORATE. Why am I struggling with this darned thing so bad?


"ACTOR ZBridge1 : CustomBridge 10891
{
Args 36, 4, 0, 0
RenderStyle Normal
States
{
Spawn:
EGAD ABCDE 1
Loop
}
}"
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Arctangent
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Re: GAD-like behavior?

Post by Arctangent »

Probably because you either forgot to put your sprites either in-between SS_START and SS_END ( for .wad format ) or in the /sprites directory ( for .zip or .pk3s ). GZDoom won't just take random files laying about and just assume they're sprites; you have to tell it that they are sprites.
Okgo5555
Posts: 89
Joined: Thu Mar 23, 2017 11:18 am

Re: GAD-like behavior?

Post by Okgo5555 »

Does it matter that my Sprite markers are named "S_START" and "S_END"?
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ramon.dexter
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Re: GAD-like behavior?

Post by ramon.dexter »

Okgo5555 wrote:Does it matter that my Sprite markers are named "S_START" and "S_END"?
You can answer this yourself. Does it work, when used with S_START and S_END?

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