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Darch

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  1. Indeed, it doesn't shoot anything at all using A_FirePlasma. I think I remember @Doomkid talking about BFG zombies and how you could make any monster shoot any weapon, but couldn't find it anymore.
  2. Let me explain: - I changed the arachnotron plasmaball sprites and sounds for a custom projectile for a new monster (SS replacement) - Now I'd like the arachnotrons to shoot the same plasmaballs as the player, since I have no other "missiles" available (all other monsters shoot their own projectiles already) - I'm aware of a_monsterprojectile on MBF21, but this is an old PRBoom+ project with tons of dehacked already and I wouldn't like to change compatibility just for this one projectile. Is it possible? Thanks!!
  3. Thank you @Gez, that did work. MBF edit text file says: "Note that the frame's tics field must not be -1, for this to work correctly" but it worked anyway. I only had to change frame 921 duration to 1 instead of 0, because 0 tics gave me 100% skulls. But that's good enough, thank you!
  4. I'm trying to use MBF's random jump to spawn one of two things in a map, randomly of course. The problem is, it always goes to the same frame at first. If it randomizes several times, it works properly, but it's no use since my intention was to spawn an static object, only once. Just as a test, I picked the flaming skull slot, because it has 3 states. The first one is the randomizer. Then it should go randomly to the second state (a tree) or the third state (a lamp). In this test , I made them go back to the first state, just to try to understand what was going on. The skulls always turn into trees at first, then they start randomizing. This is the code and there's a test wad attached: Frame 921 // skulls Duration = 100 Unknown 1 = 923 Unknown 2 = 128 // even if I change this to 255 (100% go to lamp state), it still picks trees at first Frame 922 // tree Duration = 200 Next frame = 921 Sprite number = 115 Sprite subnumber = 32768 Frame 923 // lamp Duration = 200 Sprite number = 117 Sprite subnumber = 32768 [CODEPTR] FRAME 921 = RandomJump random jump test.rar
  5. Welcome back! Super fun and creative mapset, great music, played it in one sit. Might make a nautical themed wad myself someday :)
  6. Don't know if bugfixing is still going on, but in case it is: there's a Cacodemon stuck in a Pain Elemental on E2M12, Skill level 3. Looks kind of cool, tho. Fantastic mapset, by the way!
  7. Darch

    Plasma Rifle sound cut out (PRBoom+)

    @Aurelius I didn't know about MBF21, thank you. Looks like a "clean" solution for me, but according to the Doom Wiki. it's not supported by PRBoom+, I'm afraid
  8. In PrBoom+, if you shoot the plasma gun near a wall, the firing sound (DSPLASMA) gets cut out by the plasmaball death sound (DSFIRXPL). I've tried changing sound priorities with dehacked, but it didn't work. Anyway to fix this?
  9. Darch

    Substituting textures for keys

    The red skull key graphic is STKEYS5 and the red card is STKEYS2. Just replace them with your custom graphic.
  10. Darch

    Custom Melee attack

    I didn't know that. Thanks
  11. Darch

    Custom Melee attack

    That dog is an MBF actor, not vanilla. His sounds and states cannot be edited with wacked4, as far I know. But thanks, anyway
  12. Darch

    Custom Melee attack

    I'm working on a monster replacing the MBF dog. His melee attack should be similar to the revenant punch, playing A_SkelWhoosh when it misses, and the custom dog attack sound (DSDGATK) while hitting. Problem is: when I define first attack frame in dehacked, it immediately plays DSDGATK, no matter what frame I choose. If I set that frame to a_SkelWoosh, then it plays the Woosh sound, but of course there's no damage. Is there a custom state for the dog attack (like A_TroopAttack, A_SargAttac, A_SkelFist, etc)? edit: forgot to mention that I'm using dehacked
  13. I'm using ZDoom 8.1 and PRBoom 2.5.1.5
  14. Exactly. In the test map, if go up the stairs after Arch Vile starts its attack, sometimes the lamp will be spawned inside the floor, at the same height you were when attack started.
  15. Awesome! Thank you very much, @holaareola. The biggest issue (object spawning on air) is solved, but we still got the object inside the floor if we go to a higher floor after the fire sequence starts. Is this also fixable?
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