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BlueBeast

Scripting with just plain Doom?

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Is there ways to alter scripting without source ports? Or can some scripting be done with just a copy of Doom2?

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No.

Edit: Doom's line triggers are hard coded. If you really wanted to make changes to them, you could alter the source yourself. But them, you'd just be making a source port.

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The most 'basic' port which offers something like scripting is Boom. Using voodoo dolls and conveyor belts, you can do loads of cool stuff ;)

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NiGHTMARE said:

The most 'basic' port which offers something like scripting is Boom. Using voodoo dolls and conveyor belts, you can do loads of cool stuff ;)

True. In fact I think the voodoo dolls + conveyor belts + teleporters system is Turing complete, meaning that you could use it to script the calculation of prime numbers or whatever.

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No scripting for vanilla DooM, but you can do the following:

Manikins can activate W1 triggers by shooting them over the line. (for some creative puzzles)
You can set up a timed section by putting one in a crusher that starts at a certain height and then setting it off. (and stopping the crusher when you get to safety etc.)

Commander Keens can be used with tag 666 on any map to open a door. In fact, with some dehacked trickery you could give any monster the Keen death frames and have it work then.

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The Ultimate DooMer said:

In fact, with some dehacked trickery you could give any monster the Keen death frames and have it work then.


You don't even need the Keen death frames. The code pointer in the Keen death animation is sufficient.

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