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Gokuma

Skulltag thing mapid#s, pk3 files, making ST/CTF work (all answered. Thanks)

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On the wiki I can see a list of the all the new things skulltag adds but no map id#s. Doom Builder doesn't seem to have them all and I can't open the Skulltag actors file to see them there. Though I didn't finish a level to include in Skulltag, I did the bloody spike, zombie head on spike, HW guy head on spike, revenant hand sprites in the early development and implemented them, destructable and indestrctable bridge things of radius 64(width 128), bobbing floating skulls (also to walk on), and the unused SMT2A0 that's always been in doom.wad with dehacked. I did find the map id#5050 for the unused stalagmite (and it shows up in Zandronum) on the wiki and Doom Builder has destructable bridge things, though one the might be custom has no radius and I suspect the args can define that like how it lists a nondestructable one for regular ZDoom/Zandronum. If the impaling spikes are still in I wonder if just landing on top kills. I just made them nonblocking and put them in a sector that kills. Yes, I'm aware the bridge things may be largely obsolete since I'm already messing with the 3d sector transfers.

Not having much luck with doomworld.com/skulltag or skulltag.com

Got the latest slade and it still says unsupported zip compression method with some pk3 files. I can open the latest skulltag data and no version of skull tag actors. My sprites are still in the latest data file.

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Is this list from skulltag.pk3 of any use to you? I think I've yet to encounter a .pk3 that 7-Zip can't open, and for the odd zip it can't handle you can try Info-ZIP.

Armour

MaxArmorBonus : 5091
RedArmor : 5040

Artifacts

Turbosphere : 5030
TimeFreezeSphere : 5032
InvisibilitySphere : 5035
Doomsphere : 5036
Guardsphere : 5037
RandomPowerup : 5039

Dead Things

DeadCyberdemon : 5070

Decorations

GreyColumn : 5051
TallGreyColumn : 5052
GreyHeartColumn : 5053
TallGothicColumn : 5054
RevenantHand : 5055
ImpHead : 5056
Impse : 5058
FloatingBobbingSkull : 5009
ImpalingSpike : 5120
ImpalingSpike2 : 5121 (Chaingunner head)
ImpalingSpike3 : 5122 (Zombieman head)
ImpalingSpike4 : 5320 (Doomguy head)
ImpalingSpike5 : 5321 (3 Doomguy heads)
ImpalingSpike6 : 5322 (3 Doomguy heads, short)
ImpalingSpike7 : 5323 (Doomguy torso, one arm)
ImpalingSpike8 : 5324 (Doomguy torso, two arms)
ImpalingSpike9 : 5325 (Doomguy skewered, twitching)
ImpalingSpike10 : 5326 (Doomguy skewered, long arm)
ImpalingSpike11 : 5327 (Doomguy skewered, short arm)
WhiteTorch : 5150
ShortWhiteTorch : 5151
YellowTorch : 5152
ShortYellowTorch : 5153
RedEvilEye : 5059
BlueEvilEye : 5060
RedCandleStick : 5156
BlueCandleStick : 5157
RedTechLamp : 5154
RedTechLamp2 : 5155
RedColumn : 5158
BlueColumn : 5159
MarineHelmetGibs : 5328

Health

MaxHealthBonus : 5090

Misc.

ReturnZone : 5067
SpringPadZone : 5068
Hissy : 5057

Monsters

DarkImp : 5003
Cacolantern : 5006
Abaddon : 5015
Belphegor : 5008
BloodDemon : 5004
Hectebus : 5007
SuperShotgunGuy : 5005

Runes

StrengthRune : 5100
RageRune : 5101
DrainRune : 5102
SpreadRune : 5103
ResistanceRune : 5104
RegenerationRune : 5105
ProsperityRune : 5106
ReflectionRune : 5107
HighJumpRune : 5108
HasteRune : 5109

Score Pillars

HellScorePillar : 5020
HereticRedSkull : 5025
HereticBlueSkull : 5026

Statues

ImpStatue : 5110
DemonStatue : 5111
ArchvileStatue : 5112
BaronStatue : 5113
CyberdemonStatue : 5114
MassmouthStatue : 5115

Team Items

BlueFlag : 5130
RedFlag : 5131
WhiteFlag : 5132
GreenFlag : 5133
GoldFlag : 5134

Weapons

Minigun : 5014
RailGun : 5012
BFG10K : 5013
GrenadeLauncher : 5011

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Thanks that was the info I needed. Now just trying to figure out what makes skulltag and CTF maps work.


Looking at a map I saw you need a hell pillar with the second arg to set 1 and one with the first two args set to 1, the skullkeys, the blue/red player starts 5080 and 5081. And apparently for CTF just the blue/red starts and flags. I got it so now the announcer says welcome to Skulltag/CTF, but it's nonfunctional and won't go to spectating with a join option like the stock maps.

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Over on Zandronum's forum, Qent figured out what turned out to be my problem. I put temporary starts 5082 in the map and they made it not work for some reason.

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Managed to put together a list of all the thing spawn ID #'s for Skulltag.

Armor

167 MaxArmorBonus : 5091
168 RedArmor : 5040

Artifacts

169 Turbosphere : 5030
171 TimeFreezeSphere : 5032
174 InvisibilitySphere : 5035
175 Doomsphere : 5036
none? Guardsphere : 5037
176 RandomPowerup : 5039

Health

166 MaxHealthBonus : 5090

Monsters

155 DarkImp : 5003
159 Cacolantern : 5006
220 Abaddon : 5015
215 Belphegor : 5008
156 BloodDemon : 5004
158 Hectebus : 5007
157 SuperShotgunGuy : 5005

Runes

180 StrengthRune : 5100
181 RageRune : 5101
182 DrainRune : 5102
183 SpreadRune : 5103
184 ResistanceRune : 5104
185 RegenerationRune : 5105
186 ProsperityRune : 5106
187 ReflectionRune : 5107
188 HighJumpRune : 5108
189 HasteRune : 5109

Team Items

177 BlueFlag : 5130
178 RedFlag : 5131
179 WhiteFlag : 5132
none? GreenFlag : 5133
none? GoldFlag : 5134

Weapons

214 Minigun : 5014
164 RailGun : 5012
165 BFG10K : 5013
163 GrenadeLauncher : 5011

Projectiles
216 Grenade
217 BFG10K shot
218 Dark Imp Ball
219 Cacolantern Ball
221 Abaddon Ball
222 Belphegor Ball


Hexen Things go to 108
Doom(ZDoom) things go to 154 but apparently some #'s not used by Doom stuff can be used to summon the Hexen things while in Doom mode, such as the glass shards.
After the Skulltag additions it seems these #'s are still free to use with decorate without replacing anything:
109, 160-162, 170, 172, 173, 190-213, 223-255

Here's some scripting I made for a level to test any #'s at will.
Just make a line of seven switches. I put the spawning one by itself in the middle calling script 27. Then three to add 1 to digits to left and three to subtract 1 from digits to right. Could use some if/thens to limit the range of the #s and maybe disallow some things such as invulnerability sphere, but here's something quick for testing. Spawns things at one of four random mapspots tagged 3 through 6.

#include "zcommon.acs"

int haha;


SCRIPT 20 OPEN
    {
    haha = 154;
    }
        
SCRIPT 23 (void)
    {
    haha+=1;
    printbold (d:haha);
    }
    
SCRIPT 22 (void)
    {
    haha+=10;
    printbold (d:haha);
    }

SCRIPT 21 (void)
    {
    haha+=100;
    printbold (d:haha);
    }

SCRIPT 26 (void)
    {
    haha-=1;
    printbold (d:haha);
    }

SCRIPT 25 (void)
    {
    haha-=10;
    printbold (d:haha);
    }
    
SCRIPT 24 (void)
    {
    haha-=100;
    printbold (d:haha);
    }

SCRIPT 27 (void)
    {
    printbold (d:haha);
    Thing_Spawn (random(3,6), haha, 0, 7);    
    }

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