Cat God25

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  1. It seems that the problem is from setting the argument at the same time, giving no chance to take effect. Putting a delay between the two worked for me. TNT1 A 0 A_SetArg(2,1) TNT1 A 1 A_WeaponReady(WRF_ALLOWRELOAD) TNT1 A 0 A_SetArg(2,0)
  2. Because you used loop, they keep repeating the whole Spawn state. HKGIB1 States { Spawn: TNT1 A 1 TNT1 A 0 A_PlaySound("misc/xdeath4") TNT1 A 0 ThrustThingZ(0,20,0,1) TNT1 A 0 A_SetAngle(random(0, 359)) TNT1 A 0 A_Recoil(3) HKHE ABC 1 loop } You could cut it into two different states so that only one part repeats, like: States { Spawn: TNT1 A 1 TNT1 A 0 A_PlaySound("misc/xdeath4") TNT1 A 0 ThrustThingZ(0,20,0,1) TNT1 A 0 A_SetAngle(random(0, 359)) TNT1 A 0 A_Recoil(3) Goto Potato Potato: HKHE ABC 1 loop } The Spawn state should only play once, but Potato repeats over and over and over and over... No more flying gibbies? Hope this helps.
  3. Plums would be right about DamageFactor. I came up with this and it *seems* to work correctly. ACTOR DoomPlayer2 : DoomPlayer { DamageFactor "Rocket", 0 } Actor Rocket2 : Rocket replaces Rocket { States { Death: MISL B 0 Bright A_SpawnItem(BOOMY,0) MISL B 8 Bright A_Explode(64,128) MISL C 6 Bright MISL D 4 Bright Stop } } ACTOR BOOMY { +PAINLESS DamageType "Rocket" States { Spawn: TNT1 A 0 Death: TNT1 A 0 A_Explode(64,128) Stop } } And in the KEYCONF lump: clearplayerclasses addplayerclass DoomPlayer2 The rocket does half splash damage, but makes another explosion (BOOMY) doing half aswell. I've used DamageType to make BOOMY do a certain type of damage (Rocket), and DamageFactor to make the player immune to such damage. So the player should be taking about half as much from the splash but has the same knockback. @scifista42 you could use something similar, it should keep the damage but lower the knockback, not sure its what your after though. Actor Rocket2 : Rocket replaces Rocket { States { Death: MISL B 0 Bright A_SpawnItem(BOOMY,0) MISL B 8 Bright A_Explode(96,128) MISL C 6 Bright MISL D 4 Bright Stop } } ACTOR BOOMY { +NODAMAGETHRUST +PAINLESS States { Spawn: TNT1 A 0 Death: TNT1 A 0 A_Explode(32,128) Stop } }
  4. weaponsP inside the DECORATE folder. For example the rocket launcher: Actor 64RocketLauncher : RocketLauncher Replaces RocketLauncher { Scale 0.82 States { Fire: MISG B 9 A_GunFlash MISG B 0 A_Recoil (2) MISG B 0 A_FireMissile MISG B 3 A_SetPitch (pitch-2) MISG B 1 A_SetPitch (pitch+0.8) MISG B 2 A_SetPitch (pitch+0.6) MISG B 3 A_SetPitch (pitch+0.4) MISG B 4 A_SetPitch (pitch+0.2) MISG B 1 MISG B 0 A_ReFire Goto Ready Flash: MISF A 4 Bright MISF B 4 Bright MISF CD 4 bright Goto LightDone } } A_Recoil pushes the player backwards, A_SetPitch is whats used to 'shake' the player's screen. I made a test wad to 'replace' Cosmetic Doom's rocket launcher with one giving recoil. It contains the DECORATE lump for the custom launcher, and KEYCONF lump so it can be equipped correctly. (Needs to be loaded after the cosm wads else it will give an error) Hope this helped some.
  5. Look under View>Show and check 'Show Entities' is ticked.
  6. It seems the guide there is a little wrong. "Create a sector, and put a player start, and a red key. You'll then need to give each thing an identification number." Giving a TID to the player start won't pass it on to the player. You can give the player one by using: Script 02 enter { Thing_ChangeTID(0,1); } At the start of the level, the players TID will be changed to 1. Or you could change the script slightly: Thing_Damage(0,2,0); Giving a TID of 0 will usually mean the activator of the script, which in this case would be the player. Hope this helped.
  7. The best (and only that i know of) solution is to 'merge' them into WAD #3.
  8. Hello there, its me again. I'd like to say that i did enjoy this level despite its difficulty. The map itself wasn't much a problem to navigate through, and again looks rather good. I tested it in UV and that was probably a mistake, after numerous attempts i barely got far. I had to just keep using resurrect for the rest. Now to point out some 'flaws'. - The first room is fairly hard on a pistol start. Most times you'll be eating a mouthfull of bullets and already out looking for health. - I think there could have been more health and possibly armor. At one point all i could find was the megasphere secret, which was alot more trouble than it was worth. And except armor bonuses and secrets, the only armor you get is near the exit anyway. - Weapons. Ammo was fine and plentiful, but the weapons themselves were not. The Plasma Rifle, Rocket Launcher and Super Shotgun are obtainable only by secret areas. - Those monster traps. The one after the megasphere secret and the two at the lava being the main ones. The first is rather unavoidable, the only hope is to escape and lure them out. The second has hell knights and chaingunners in a small space, and nowhere to run if you didn't take out the demons that teleport in. The third trap however seems to be avoidable. If my doom builder skillz are correct, a switch there opens two small rooms of imps. Walking into one of these rooms is enough to move on with the level. The switch inside reveals more monsters but doesn't need to be pressed. Also demons after the red key can also be avoided if you grab it then head the long way around, and you can be trapped in a small section of the lava room if you fall in on the west wall. Yay wall of gibberish.
  9. I'm a not-so-experienced doomer whom decided to give it a shot. [IF YOU DO NOT WISH TO READ THIS STUPIDLY OVERSIZED WALL OF TEXT, JUST READ THE CONCLUSION] I did not complete either map, even though i used the resurrect cheat a few times. (waah cheater!) The first level was alright in placement and design, and wasn't all that confusing. There wasn't too much flavor texture-wise and some switches left you running around to see what it did, but that didn't really bother me. I played on UV and did notice a somewhat lack of ammunition and health. I accidently took a rocket after the red key while in the goo, reaching the red door with about 4 health remaining. Demons and little health ahead of me, while the goo made it impossible to backtrack. The teleporting demons after the red key i thought could have done a bit better, as you were trapped there until you killed them. The part where theres switch-doors one after the other is also a bit of a problem. If you don't leave there after the trap is triggered, a Baron of Hell will personally feed you a ball of plasma as soon as you try. One last thing to point out is the 'lack' of weapons. What i mean by that is, i never found the SSG. However this could have been intended, as upon opening the map i noticed it was part of a secret. (Kinda funny though. I found the secret but never found what the switch did) Anyway, on to the second map. I played this one on HMP. I was going to do UV again, but wen't to my usual skill level without thinking... oh well. Well this is an improvement in some ways than the first one. The health was, im my opinion, balanced. If i ever ran low, there was always some to backtrack to. The ammo was also in good supply. One weapon ran low, so i'd switch to the other and later switch back again. (There was one point i thought i ran out. Upon lifting the blue door i emptied what was the last of my chaingun rounds. However, i somehow made it this far without noticing i had the rocket launcher and about 40 rockets. Im an idiot, doh.) Like the first, this is somewhat of a switch-hunt. Press one switch and you'll be running around trying to find whats changed. Theres also not a big selection of textures here either. Not saying thats a really bad thing, or that its bland/awful, infact it looks alright. But theres ALOT of it. Marble and lights - lights and marble... almost everywhere you go. Also, im not exactly sure, but there seems to be secrets. If there is, none of them are marked. Not all too important i suppose. Now to some of the big downers. The first map had a few sections where you could be 'trapped in'. Unfortunately, that also applies here. For example there was a small T area, with a switch on either side. One switch opened up a door at the top revealing two Hell Knights. Well, two of those baddies in a small room is a recipe for disaster. They were too much for me, escaping with only 10 hp. I was hoping to lure them out into a larger space, but you guessed it, more baddies shown up out there too. Resurrect didn't help for they creamed me once more. A similar area exists, but instead of Hell Knights, theres an Archvile and a handfull of Cacodemons. Joy. I have a nasty name for such cases, but i'll simply say 'Death trap'. If you didn't know it was coming, chances are you'll be demon food. Now for the second most annoying part of the map (atleast for me)... The slime maze! Maybe its just me, but i hated this part. A maze with a damaging slime and monsters strewn about. If you keep at a steady pace, you should have explored all or atleast most, and got whats important. I don't like these areas in general though. If you take too long finding the important switch or eat all the suits before the first is even over, then staying here too long will hurt like hell. Depending on how you navigate the maze, you may be in there a bit before you even find a suit. (You don't get one before you go in, though the first one is about 3 seconds away. If you go the other way however, you'll be in there much longer depending on how fast you kill the monsters and what paths you take.) Theres even a teleporter that brings you in there, even though there could be nothing in the maze left to do, and takes maybe 6 seconds to get out. (Assuming you know the way or have the map open) Well i've gone certainly on enough about that. On to the next subject. The WORST area in this map (in my opinion too, ofcourse)... The LAVA maze! If you thought the slime maze was bad - you'll hate this. As soon as i saw the suit and lava, i muttered "You've got to be kidding..." Do note this is about where i stopped, so i didn't explore it all. Its either the same size or a little bigger than the slime one, with all 3 suits near/at the entrance. (Slime maze had 4 if you count the 'secret') Well its pretty much the same thing here, except: - Its lava, so it kills quickly without a suit. - Unlike the slime maze, all suits are near the entrance. If you run out at the back of the maze, your a dead man. - If you ran out of suits and still didn't find the switch, there is no hope for you. - Its filled with Destroylio's favourite monsters. Yes, Hell Knights and the lovely Barons of Hell. I'd say the map would be much better without these 2 areas in my opinion. Well i guess thats it. A whole wall of text on the maps flaws? Seems i'm not very good at writing the good points :/ //////////////////////CONCLUSION!!1/////////////// The first map is good in both gameplay and design. While there are a few parts which could be improved upon, such as some extra health/ammo, it overall isn't too bad. As been said, custom music would've been good here. The second is mostly well balanced in enemy and item placement, running out of health or ammo is rather uncommon. The design of the level itself is good for the most part. Some areas are a bit of a maze with unusally-textured doors, and some halls a bit repetitive texture-wise (though still look quite good), these i can tolerate. Some monsters traps however can easily slaughter an unaware player, but the slime/lava mazes really ruined the level for me. Overall, if you were really a newbie to this, i'm very impressed as to how it turned out. There are some flaws - but still very worth taking a look at. Hope we get to see more from you.
  10. I think this is what you're after.
  11. Using Exit_Normal causes a Fatal Error if you specify a spot that doesn't exist. Upon loading the map the crash will occur. Not that i, uh, would ever use it against you nice folk. Nope not me.
  12. Unless a player somehow manages to obtain two of the 'IAMCLASS' items, i don't see why the script would behave like that. You could modify the script so that it would only give one class description for a player, though they may get the wrong one if they do indeed have more than one 'IAMCLASS'. - - - - - - - - - - - - - - - - - - - - - - - - - - For this part: if (CheckInventory("IAMNECRO") == 1) { Thing_Move (0, 49,1); delay(15); acs_execute(29,0,0,0,0); } If two players were to go necro, it may cause a problem since acs_execute wont fire if the script is already active. Using acs_executealways instead will allow multiple instances of the same script to run, so that the script could work for each player. Hope i helped a little.
  13. How about this? while (ThingCount(T_NONE, 16) > 0) { Delay(1); } ACS_Execute(9, 1);
  14. "Sorry - you ran out of tokens. Would you like to play again, WITHOUT cheats this time?" I would think of this as a good thing, and fun thing too :) Or you could make a, uhh.. "secret" level you could send them to. I'm sure they'd find another way to cheat anyways :p
  15. Finished in 2:52 100% kills. On second try. P.S I made a sequal, in about five minutes. Can be done in about 5 seconds. I am proud.