Gez Posted August 8, 2017 As you should expect, Weapon.Kickback is a property of Weapon actors, so you need to inherit from Weapon. 1 Share this post Link to post
KVELLER Posted August 8, 2017 20 minutes ago, Gez said: As you should expect, Weapon.Kickback is a property of Weapon actors, so you need to inherit from Weapon. Oh, ok yeah. I forgot you can't just create actors out of nowhere. Silly me. 0 Share this post Link to post
scifista42 Posted August 8, 2017 Actor like monsters, projectiles or decorations don't require inheriting from any actors. Actors like players, weapons or inventory do require inheriting, though. 1 Share this post Link to post
KVELLER Posted August 9, 2017 I'm having trouble with the Weapon.Kickback property. I'm basically trying to make a weapon that doesn't deal damage but pushes enemies back a lot. However, this property doesn't seem to do anything. 0 Share this post Link to post
scifista42 Posted August 9, 2017 That's because the thrust force is computed from both the kickback property and the damage taken at the moment, and no damage inevitably results in no thrust. 1 Share this post Link to post
Dragonfly Posted August 9, 2017 Amusing idea, could you then in theory use negative damage (healing) to pull enemies towards you? :P 0 Share this post Link to post
KVELLER Posted August 9, 2017 15 minutes ago, Dragonfly said: Amusing idea, could you then in theory use negative damage (healing) to pull enemies towards you? :P It doesn't work :[ I don't know why you'd want to pull enemies towards you, though :P 1 Share this post Link to post
everennui Posted August 9, 2017 So you could say, 'Get over here!' like Scorpion? 2 Share this post Link to post
KVELLER Posted August 9, 2017 One last question (hopefully): I ended up using a projectile (A_FireProjectile) and while it works, it only travels horizontally, ignoring autoaim and manual aiming. 0 Share this post Link to post
scifista42 Posted August 9, 2017 Make sure you're not accidentally calling A_FireProjectile with such a value of the "flags" parameter that disables autoaim. 0 Share this post Link to post
KVELLER Posted August 9, 2017 Nevermind, I fixed the issue. Protip: Don't use ridiculously high speeds for projectiles. It breaks things. 0 Share this post Link to post
scifista42 Posted August 9, 2017 (edited) Consider making your projectile inherit from FastProjectile, then it will be able to move at high speed safely. 1 Share this post Link to post
Empyre Posted August 9, 2017 Maybe A_RadiusThrust is what you are looking for. 1 Share this post Link to post
KVELLER Posted August 10, 2017 13 hours ago, Empyre said: Maybe A_RadiusThrust is what you are looking for. Thanks! That seems much closer to what I want to do. 0 Share this post Link to post
KVELLER Posted August 10, 2017 I'm starting to think I should've made a thread. How can you remove actor flags? I want to create a monster just like the Cyberdemon but without the +NORADIUSDMG flag. 0 Share this post Link to post
scifista42 Posted August 10, 2017 (edited) -NORADIUSDMG It's written right at the top of this page: Actor_flags 1 Share this post Link to post
KVELLER Posted August 10, 2017 1 minute ago, scifista42 said: -NORADIUSDMG It's written right at the top of this page: Actor_flags Yeah, I realized afterwards. I really should look around the wiki some more before asking. Hopefully this is all I'll ask for now. Thank you for all the help :) 0 Share this post Link to post
Gez Posted August 10, 2017 Technically the flag is NORADIUSDMG, the + or - sign isn't part of the name and is merely there to mean, well, add or remove the flag. 1 Share this post Link to post
Dragonfly Posted August 10, 2017 4 hours ago, KVELLER said: I'm starting to think I should've made a thread. It could be argued that you should always do this no matter how trivial the issue, as it greatly helps future users find it when searching for it when they have the same question(s). :) 1 Share this post Link to post
Misty Posted August 18, 2017 How to create underwater effect in boom format? I saw it in boomedit.wad but I don't understand how to create it. 0 Share this post Link to post
Empyre Posted August 18, 2017 1 hour ago, MysteriousHaruko said: How to create underwater effect in boom format? I saw it in boomedit.wad but I don't understand how to create it. Use Transfer Heights. You can look it up here: https://soulsphere.org/projects/boomref/ 0 Share this post Link to post
Skitso Posted August 27, 2017 (edited) I've returned to Doom mapping after maybe 15 years and I got my old maps working with doom builder 2 and gzdoom. But I have one issue: Why are my hires textures not working with my own custom maps while they are ok when playing vanilla maps? Hires flats are ok, but walls are not. Also some textures seem to stretch oddly. Any ideas? Thanks 0 Share this post Link to post
Marlamir Posted August 27, 2017 try to play with textures settings and try to switch to opengl mode 0 Share this post Link to post
Skitso Posted August 27, 2017 (edited) But if the hires textures work without issues if I don't load my wad? How could any setting affect it? And there isn't any special textures in my wad either... Is it possible to have a wad somehow outdated or not compatible? Edited August 27, 2017 by Skitso 0 Share this post Link to post
Crunchynut44 Posted August 31, 2017 Basic DB2 question that I can't seem figure out. Is there a way to change the lighting in visual mode? It's always brighter than in game but I like how it looks in game as opposed to visual mode and would prefer not to brighten it. Thanks. 0 Share this post Link to post
Kappes Buur Posted August 31, 2017 53 minutes ago, Crunchynut44 said: Basic DB2 question that I can't seem figure out. Is there a way to change the lighting in visual mode? It's always brighter than in game but I like how it looks in game as opposed to visual mode and would prefer not to brighten it. Thanks. Where did you set the slider? Spoiler Other than that use B to toggle full brightness. 1 Share this post Link to post
Crunchynut44 Posted August 31, 2017 10 minutes ago, Kappes Buur said: Where did you set the slider? Reveal hidden contents Other than that use B to toggle full brightness. Thanks dude! I did not see that slider for some reason. Fixed. 0 Share this post Link to post
Spectre01 Posted September 5, 2017 Hey there. I'm working on a single map using the cc4-tex resource pack. I would like to add a custom sky but seem to be doing something wrong as I'm not seeing the new texture in GZDB. The new sky would also be 1024x240 and the map's in the 01 slot. 0 Share this post Link to post
Endless Posted September 5, 2017 This is a really newbie question, but here I go: How much time does it take to learn and understan really good how to make maps or use the editor? I am interested in making them, but they look quite hard or time consuming. Thank you. 0 Share this post Link to post
Nine Inch Heels Posted September 5, 2017 3 minutes ago, Anidrex_1009 said: How much time does it take to learn and understan really good how to make maps or use the editor? I am interested in making them, but they look quite hard or time consuming. Thank you There is no end to what you can learn when mapping, and making a good map is something that requires a relatively deep understanding of how things in doom behave. Chances are your first few small maps can take you days or weeks even, and chances are that they'll be functional, but not necessarily "good" by any stretch of the imagination. You wanna map? Bring along a lot of patience, and braise yourself for direct feedback that might hurt a little at times, because somebody is gonna find something in your first mapping attempts that isn't good at all. That being said, there is no answer to your question, because nobody here knows your baseline of expertise in this game, and even if that was the case, there's still no telling how quickly you understand the builder you're working with, or how quickly you develop a proper working routine. Don't start mapping if you don't have quite a bit of time to spare here and there to get things done. 3 Share this post Link to post