deldelda Posted September 2, 2004 EDIT: LOOK AT BELOW POST Simple. Start wad, shoot glass at left wall. If anyone can tell me why the original unbroken glass texture does not disappear after being shot at, it would be appreciated. I actually just copied and pasted this whole thing from an Eternal level (7), so I had to readjust the textures and the hight levels to fit the rest of my level. The error must have happened when I changed the floors and ceiling heights. So if anyone can help me with what's wrong and/or correcting it and telling me what you did, it would be great. PS If anyone can instruct me on how to make my own window so this does not happen again, I would REALLY like that ... :D And if you're wondering why it is so stretched-out, it's because it was easier to edit in WadAuthor that way ... 0 Share this post Link to post
deldelda Posted September 2, 2004 great. geocities is acting gh3y, and I can't upload the file. I'll email the file to anyone who replies and tells me to email it to them. Provided you provide your email, of course. 0 Share this post Link to post
Amaster Posted September 2, 2004 If you're trying to make breakable glass in vanilla doom you can create a switch (by replacing another switch) with the glass as the first texture and broken glass as the second texture. Set this line to activate when shot. Edit: Of course, if you're using a port that allows scripting, you can do this in a much more elegant fashion. 0 Share this post Link to post
deldelda Posted September 2, 2004 Actually I'm using a regular doom.exe-type thing - no source ports. I could use scripting, (I have Zdoom and have a zdoom-compatible editor) but I know no java script whatsoever. Or whatever the scripts are written in. See, I don't even know what language to use. 0 Share this post Link to post
Fletcher` Posted September 2, 2004 not javascript, acs. just use notepad. 0 Share this post Link to post
Amaster Posted September 2, 2004 Wad author has an ACS editor built into it. You can use that. All you'd need is an updated copy of the ACS compiler and various other files, which you can find in one package at zdoom.org. You can also find scripting tutorials there as well as the almighty zdoom wiki which can answer just about anything. 0 Share this post Link to post
deldelda Posted September 2, 2004 My original question wasn't about scripting ... let's get back to the window here! 0 Share this post Link to post
Jayextee Posted September 3, 2004 The problem with trying to do what you achieve in doom(2).exe only is that there isn't much in the way of gunfire-activated switches. I've tried a similar thing myself, and the only linetype that would do this is a "G1: Raise to next higher floor" type. Cool, were it to work like other raise-to-next lines and immediately lower if there were no higher sectors, but it stays put. So, unfortunately, the best you'll have to do is to fake it with a switch texture, and use the same linetype. Or step up your requirements, and use a BOOM generalised linetype. If they work, I'll check tonight. 0 Share this post Link to post
deldelda Posted September 3, 2004 Well I've seen it done to the left of where you start in level 7 in Eternal Doom, and in certain areas of level 31. Eternal requires no source ports. So there is a way, darn it. Maybe we can get a member of the Eternal Team to give us a tutorial, and put it on the Doomworld Tutorials page. I mean, we have double crossover bridges but no breakable windows? BTW, your statement 'fake it with a switch texture, and use the same linetype.' is kinda confusing me ... could you explain? I'm sorry if I'm seeming like a royal bugger :D EDIT: I HAVE FINISHED THE WINDOW. I NO LONGER NEED ANY HELP. THIS THREAD CAN OFFICIALLY BE CLOSED. 0 Share this post Link to post