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Everything posted by deepthought
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Speculation Central - Post your retarded theories about Doom 4 here!
deepthought replied to AirRaid's topic in Doom 2016
Maybe it'll be fast paced or have better recreations of the original weapons and monsters. I would love to see that. -
3 new Star Wars films not enough? Well, have some more!
deepthought replied to Tristan's topic in Everything Else
Nah. We'll have JarJar singing " mesa gungan style". But seriously, a new star wars film would be cool if it covered the yuuzhan vhong war. Also, did you know Jacen Solo gets killed by his own sister after becoming a with lord? -
What are the funnest maps you've played multi player on ( any game, any mode) For me; Dm on Plutonia map04 caged Ctf Ut99 facing worlds Dm Anything on heretic Ctf on Ut99 cybrosis
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Get American McGee back, and all will be fine.
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Speculation Central - Post your retarded theories about Doom 4 here!
deepthought replied to AirRaid's topic in Doom 2016
Non boring levels. Cough... DOOM3 cough... -
Protecting Children from Internet Pornography Bill
deepthought replied to Technician's topic in Everything Else
free webcams in monitors can always be coverer with duct tape... -
OK so i've noticed that some music just totally ramps up my skill for soe reason. my epic gameplay songs are: Basshunter: Dota, Boten Anna, Camilla (kind of), and All i Ever wanted, in her eyes, i miss you Skid Row: 18 and life (no idea why. don't ask) Metallica: Day that never comes, the struggle within, Holier than thou (kind of) Christia schneider: ich bin dein gummibar tune up: bounce,raver's fantasy DJ splash: Flying high DJ mangoo: Eurodancer some Cascada, i'm still experimenting with that. Anybody else have any epic gameplay songs? any idea why they increase your performance?
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would it be possible to make a mod for skulltag that would add something similar to the translocator from unreal tournament? one of my friends and i had so much fun doing translocator jousting trying to telefrag each other in UT, and want to do it in doom. of course it would look a bit more hellish looking.
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I usually don't listen to external music while playing single-player unless i need an extra boost, but it definitely helps on multiplayer.
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i've created a flamethrower with DECORATE script, but when i run over it i can't pick it up. here's the code. actor dbflamethrower : DoomWeapon replaces grenadelauncher 3080 { Game Doom Weapon.SlotNumber 5 +Weapon.dontbob Weapon.SlotPriority 2 spawnid 255 Weapon.selectionorder 500 Weapon.AmmoUse1 2 Weapon.AmmoUse2 3 Weapon.ammotype1 "gascanister" Weapon.ammotype2 "gascanister" Weapon.AmmoGive 50 Obituary"flamed" +WEAPON.NOAUTOAIM states { Spawn: FLTR B -1 stop Ready: FLTR A 1 A_WeaponReady loop Deselect: FLTR A 1 A_Lower loop Select: FLTR A 1 A_Raise loop Fire: FLTR a 3 A_FireCustomMissile("burningnapalm",0,true,10,10,0) //FLTR a 1 A_FireCustomMissile("fakenapalm",0,false,10,10,0) //FLTR a 1 A_FireCustomMissile("fakenapalm",0,false,10,10,0) FLTR A 0 a_refire goto Ready AltFire: FLTR A 3 A_FireCustomMissile("napalmball",0,true,10,10,0) FLTR A 0 a_refire Goto Ready } } what's wrong here! thanks!
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i am such a dipshit. i was using noclip to get to an outside area to spawn the weapon for debugging, and forgot to take it off.
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I created a new version of the mancubus. here is the missile code: Missile: FATT G 20 a_facetarget FATT A 0 a_jump(128,"fireball") Goto wet fireball: Fatt H 2 a_custommissile("burningnapalm",30,10) Fatt I 2 Fatt H 2 a_custommissile("burningnapalm",30,-10) Fatt I 2 Goto See wet: FATT G GGGGGGGGGGGGGG 5 a_custommissile("napalmball",35,0,0) FATT H 2 FATT I 3 a_custommissile("burningnapalm",30,10) goto see the problem is, when it jumps to wet, the mancubus turns with me whenever i fire, instead of continuing to fire where i was. why is that?
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help [trying to make my own weapons and sprites]
deepthought replied to yellowmadness54's topic in Doom Editing
you just have info for everything, don't you, Gez? i didn't know that about the shift key. @yellowmadness54: go with gimp. it's free, it's simpler, it runs faster, and it's just plain BETTER. -
how would i use DECORATE to make a grenade or other bouncing actor spawn something whenever it bounces.
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if a projectile fired from my weapon spawns another projectile, which kills a player, will the kill be counted as mine?
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for some reason just normal spawnitem worked. how would i get a grenade to do something, like leave a fire when it bounces?
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i'm using DECORATE with skulltag. i really need to remember to specify which port. but i'm creating a flamethrower. if a flame ball hits a wall or floor, it will spawn a fire. if it hits an actor, it will spawn a fire that sticks to them. the idea is that if anybody walks too close to the fire, it'll kill them.
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where can i get a compiler for skulltag botscript? i tried the link on the skulltag wiki, but got a 404 error.
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the link you gave me links to a thread about ACS, not botscript. i tried IE, but got the same 404 error. the file just isn't there anymore.
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how would i get a weapon to fire unignited napalm which would stick and then be ignited when i launched flame out of it. it would also need to register kills as coming from whoever fired the napalm, not some other object
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how would i go about replacing skulltag's internal shaders? i created a pk3 with a shaders directory with shaders with the same names as the skulltag ones, but they don't get used. why is that?
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how would i give my DECORATE weapon 6 different powerlevels, and it increases for every few seconds you hold down the altfire button. what i've got now is actor laser : railgun replaces railgun { Weapon.SlotNumber 6 +Weapon.dontbob Weapon.SlotPriority 2 Weapon.AmmoUse1 5 Weapon.AmmoUse2 3 Weapon.ammotype1 "cell" Weapon.ammotype2 "cell" states { Ready: LASR AB 1 A_WeaponReady loop Deselect: LASR A 1 A_Lower loop Select: LASR A 1 A_Raise loop Fire: LASR ABCD 3 LASR A 0 A_FireCustomMissile("dummy",0,true,0,0,0) LASR DDD 0 A_CustomRailgun(1500,-8,"none","blue",1,0,2) LASR A 10 goto Ready AltFire: AltHold: LASR a 0 a_CheckForReload(5, "charge5", false) LASR A 3 charge1: LASR a 0 a_CheckForReload(1, "charge2", true) LASR G 5 LASR G 0 a_refire charge2: LASR a 0 a_CheckForReload(2, "charge3", true) LASR H 5 LASR G 0 a_refire charge3: LASR a 0 a_CheckForReload(3, "charge3", true) LASR I 5 LASR G 0 a_refire charge4: LASR a 0 a_CheckForReload(4, "charge5", true) LASR J 5 LASR G 0 a_refire charge5: LASR K 3 LASR K 0 a_refire } }
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YYYYYYEEEEEEEESSSSSSSS! that makes sense. (edit) never mind. for some odd reason it jumps to the highest state even though there shouldn't be any charge items in my inventory. can you get the source of this stronghold railgun?
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i plan on replacing lighting and texturing shaders to make it look celshaded i have an nvidia geforce 8500 gt, i think
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whenever i shoot something standing above me with a chaingun or a dragon claw, it jumps at me as it dies. why is that?