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Godsdoomer

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Posts posted by Godsdoomer


  1. I got it to work it seems, but it's to ghetto for my liking. ( no crouch, move bob, etc)

    Is it possible to force the player to use a particular skin? I would settle for the actors appearance being changed, I don't really care about the actors logic anyway.


  2. This seems like it should be working, but it's not:

    MorphActor(0, "DoomPlayer", "", 9999999, 0, "", "");

    I have this loading upon enter to the map, I want to morph the custom class I have as default on all my maps into the doom marine.

    Am I missing something?


  3. Hi all,

    Is it possible to set the player class for individual wads? If so, Is it possible to do it through ACS?

    So far I have tried to make individual KEYCONF lumps for each wad, which clear all player classes then define the unique one for that wad.

    I have 5 wads; each containing one map in a .PK3. The player classes do not seem to change according to each wads respective KEYCONF lump though.

    Any help is very much appreciated

    Thanks.


  4. Thanks for the help everyone. I really appreciate the support here on the forums.

    Archi and Cat; I dident even know about ThingCount, which is an a lot easier way to do the sort of thing I'm attempting. I rewrote my script in a manner that's similar to the one you posted cat, Thanks a ton man.


  5. Hi again,

    I am trying to make a script that checks the health of 4 different monsters. If the health is 0, then it will execute the next script. It doesn't seem to be working though, and I'm not sure if ACS supports the "then" expression.

    Here is my code so far:

    if (CheckActorProperty (16, APROP_Health, "Disciple") = 200)
    {
    then
    ACS_Execute (9, 1);
    }

    Is it something obvious or am I just completely off the mark? aha


  6. So in order to use this in doom you need to use inheritance right?

    What I've done so far is basically name an actor that inherits all of LeafSpawners, leaf1 and leaf2's attributes. I have also put all of the leaf textures into my wad. I can see the actor in the decorate section in doom builder just fine, however in game no leafs are spawned. Is there something else that needs to be done?


  7. Thanks man, I've isolated the necessary code and textures. Is there anything I need to modify in the code for this to work?

    Haha, perhaps another day when I have more experience. I'm still very new to this code, but would love to make my own someday. I'll stick to using/editing pre-existing stuff till I feel more comfortable making my own things.


  8. Hi all,

    On the seven portals hub, and a few other maps in Hexen, some dead leafs spawn off a tree, and blow into the wind, simulating fall/ early spring.

    My question is, how do you go about extracting the spawner from the Hexen Iwad, because when I open it up in slade, I don't see any decorate files, or any other files that could be used to make such a thing.

    Thanks.


  9. Heres my feedback, I played past 7 portals so far:

    - Hp increase (10) at every level doesn't seem to be working. Also maybe you could give other perks with more levels (strength, magic, speed etc.)

    - The armour system in Hexen is not very intuitive, perhaps gauge could be put in, or a graphical image of each of the pieces of armour you have, and how much they have degraded.

    - When you perform fatalities, you take damage if enemies attack you. Not sure if this is intentional.

    - Afrits are trolls.

    - At a certain level, Timons axe should get its blue aura and deal more damage maybe?

    I'll try to think of some other stuff as I play through the rest of Hexen... maybe.

    EDIT: Just finished Dark Wood, the Death Wyvern seems to be glitched. It doesn't kill the ettin on the pillar properly, it just fly's towards the ettin and push's it off. It even got stuck in a corner doing this once.

    - Level 10 was reached with a cap of 900000 XP a few levels through heseriarch's seminary (hub 3). There's room for a lot more levels. Maybe even 10 more.

    - Upon acquiring the final piece of the quietus, it automatically draws the original version, rather than the brutal version. After you draw another weapon, it promptly disappears from your inventory, and you can't draw it again.

    - The quietus' normal attack should take no mana, since your already at a disadvantage since you cant use a shield, at the cost of more attack damage.

    This entire mod depicts Hexen the way it should of been originally I think. Once its further into beta, its gonna be amazing. This mod makes Hexen a lot more enjoyable, especially since its such a long game.


  10. Hi all,

    I am using the new form of the mapinfo language. Im trying to make it so the text I use appears in multiple lines, rather then just 1 really long string.

    Heres what I have:

    {
    exittext = "blah blah blah blah
    blah blah blah blah blah blah blah blah blah
    blah blah blah blah blah "
    pic = "CANDLE"
    music = "CRD2"
    }

    However, unlike the old mapinfo lump language, this new one doesn't seem to accept this syntax. What am i doing wrong?


  11. Hi all,

    I am trying to use Glnode lighting in a map of mine. This lighting looks very akin to bloom lighting (circular with faded out edge). In trying to implement this feature, I have attempted to reverse engineer how it works by opening up other wads which have said lighting. The only thing that I noticed was a GLNODE file, which when viewed as text appeared as gibberish.

    If you need me to post an image to better explain the type of lighting I am trying to make, let me know and ill add it.

    Thanks alot


  12. Hey, thanks for all of your replies, I was out on field work this week and just had the chance to try some of the suggestions you had. I dident know those blank argument fields controlled anything. But I got everything to work smoothly and be aesthetically pleasing.

    Thanks!


  13. Hi all,

    I am currently attempting to use Tormentors667's custom snow spawners actor. I have a decorate file with the appropriate script in my wad, I also have the snow flake texture I want to use between SS_START and SS_END. Looking at the script, I see no string in which it summons the texture by its name.

    I have set the actors in place on my map by using Doom Builder. However, no snow is displayed in-game. Upon booting the game, the GZdoom console flashed these 3 errors which pertain to the script I think:

    Tried to register class 'SnowParticle' more than once.
    Tried to register class 'SnowSpawner' more than once.
    Editor number 10320 refers to hidden class type 'SnowSpawner'

    So, how do I get the snow to start falling in-game? If I left any info out, or more is needed, let me know and ill include it in this post.

    Thanks in advance!

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