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Great! that is what I have been looking for! Now I shall figure out how to do something more advancedRIFG A 0 A_FireBullets 0, 0, 9, 5, "BlankPuff", 0) RIFG A 4 A_FireBullets 0, 0, 1, 5, "BulletPuff", 1)make the offset never spread the bullets like a shotgun would, but keep all of them hitting the same spot while the offset is active. One way to do this would be using A_FireBullets (angle spread_horz, angle spread_vert, int numbullets, int damage [, string pufftype [, int flags [, float range [, string missile [, float spawnheight [, float spawnofs_xy]]]]]]) (development version 3c7e1e0 only) tho I dont use that version I imagine that something could be done. Any one knows solutions to this?
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Thats some clue atleast, but I dont find sulotions without using ACS. is there are DECORATE variable that identifies player current movement speed?
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So is there a way to code this: If you run the attack will not spawn where you aim but from a random location depending on set offset, aka player accuracy is worse if you run and/or how fast you run. (and the set spread you have on your decorate gun stays the same inside this offset) I have seen that some things can be done in ACS but I need some guidence to do this.
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Realms Of Darkness - finally there is a deadline
D_GARG replied to D_GARG's topic in WAD Releases & Development
without the secret levels and the final level yes. what I may include in the final version is also improvements in the normal levels. I need some more time to finish what is left since I have passed the deadline. -
Threshold Of Pain II - ACT 2 RELEASED
D_GARG replied to scalliano's topic in WAD Releases & Development
Oooh I love it. Let it rise my friends, let it all open the gates. Beat Bethesda, let the true spawn of DOOM rule forever more. -
Realms Of Darkness - finally there is a deadline
D_GARG posted a topic in WAD Releases & Development
this 6 year old project will have its joyrney, the deadline is june 2016. If I fail this I may not be releasing it at all, and forever be bouncing "my great mapping skills" in my home PC. the old thread is not relevant anymore. I spoil some things in advance: New Weapons: a total of 16 levels minus secret levels. since I suck at uploading screenshots there will be a delay of that I will miss this heap that took about 6 years to come this far with. -
is there any maximum number of weapons you can add?
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I have no idea what it is, here is the code: actor HybridRevolver : DoomWeapon 15115 { Weapon.AmmoUse 1 AttackSound "Weapons/M16GFIR" Weapon.Selectionorder 1900 Weapon.AmmoGive 6 Weapon.SlotNumber 2 Weapon.AmmoType "RifleAmmo" Obituary "%o Got Ripped Apart by %k's Loud-Mouth Revolver." Decal "BulletChip" AttackSound "Weapon/SPIFIR" Inventory.Pickupmessage "Picked up a UAC Magnum Hybrid Revolver." States { Spawn: UHRF A -1 Stop Ready: UHRF A 1 A_WeaponReady Loop Deselect: UHRF A 1 A_Lower Loop Select: UHRF A 1 A_Raise Loop Fire: UHRF A 0 UHRF A 3 A_FireBullets(1.5,1.5,-1,19) UHRF A 3 UHRF A 3 UHRF A 3 UHRF A 3 UHRF A 2 A_ReFire Goto Ready Flash: UHRF A 3 Bright A_Light1 UHRF A 3 Bright Goto LightDone } } I named all frames the same as a experiment. it wount work with this code still
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Hi! I wanted to make a revolver for GZDOOM so I found some image to make sprites out of it, wrote some code in decorate, find the item in doombuilder, but during the testing I cannot select the weapon and the pickup sprite is replaced with a "unknown" marker. it has to be the graphics that are corrupted, I did the editing in MSPAINT (I know its the oposite of impressive). and now I dont know what to do. Can anyone help a lost mapper out?
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perhaps handling sprite image formats, creation, modification, and bug fixing of image files that will be for example your brand new Ubershotgun?
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It Works! however, if I make AltHold call the Refire, then wouldnt accuracy be added if I tap the fire button instead of holding it, while holding it will add spread? edit: the ideal would be that the faster you click the larger is the chance that the shot will be affected by the set A_FIREBULLETS(X,Y) spread
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Yes, you have probably seen these before, ZDoom forums is probalby better bust still .. normal fire is full-auto standard, you hold the fire button and it keeps going. AltFire is suposed to be a single shot, no continuing fire even tho you hold the fire button. I am coding in decorate, I kinda suck at it, but here is the code so how should I do to make this work? it has been spinning in my head for days now
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Survey: How much Doom do you play per week?
D_GARG replied to baja blast rd.'s topic in Doom General
-- 1-7 hours. but thats not with the mapping included -
here is some intresting black metal documentary, for inspiriation to some doom mapping, perhaps ;)
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Hello everyone Who here are from scandinavia? is my main idèa of question I want to meet other doomers from where ever in the world so the second question is: this summer of 2015, who is going to Sweden Rock? wouldnt it be cool with a meetup for us fellow doomers? Since Sweden Rock presents a wide variety of different musik of rock/metal there should be a big chance that doomers such as me will show up. So with these two things on topic, I'd also like to know if you sometimes meetup with active doomers, may it be friends or strangers, we arent all locked up in a cellar right?