BlueBeast Posted June 17, 2003 Is there ways to alter scripting without source ports? Or can some scripting be done with just a copy of Doom2? 0 Share this post Link to post
Amaster Posted June 17, 2003 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. 0 Share this post Link to post
NiGHTMARE Posted June 17, 2003 The most 'basic' port which offers something like scripting is Boom. Using voodoo dolls and conveyor belts, you can do loads of cool stuff ;) 0 Share this post Link to post
Fredrik Posted June 17, 2003 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. 0 Share this post Link to post
The Ultimate DooMer Posted June 17, 2003 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. 0 Share this post Link to post
Graf Zahl Posted June 17, 2003 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. 0 Share this post Link to post