Blue Shadow
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Everything posted by Blue Shadow
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Zdoom, here is how to make a monster resurrect himself
Blue Shadow replied to Mewdoom's topic in Doom Editing
Thing_Raise would be a better solution. Here is working example:ACTOR ResZombieMan : ZombieMan { States { Death: POSS H 5 POSS I 5 A_Scream POSS J 5 A_NoBlocking POSS K 5 POSS L Random(35, 105) // Wait between 1-3 seconds before rising POSS L 1 CanRaise Thing_Raise(0) Wait } } -
There is a bug in ZDoom 2.8.1/GZDoom 2.1.1 which got fixed later - the Afrit was affected by it. To solve this, you can either get yourself a development build, or patch the monster for the time being by adding this line to its DECORATE code:PainChance "HellFire", 0
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There isn't a super shotgun in Doom 1.
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You can save yourself the effort, if you want, and download the scripts already decompiled, from this post.
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The sound cut-off with the M40 rifle is normal, because both the firing and reloading sounds are played on the same sound channel. You can test sounds in the game by using the playsound console command.
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A_SpawnItemEx allows to set the x, y and z velocities of the spawned object. You can transfer the velocities of the spawning object by passing velx, vely and velz to the function: A_SpawnItemEx("Something", 0, 0, 0, velx, vely, velz) For reference: http://zdoom.org/wiki/DECORATE_expressions#Variables
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This is something that needs to be fixed in the mod itself. See this thread for more info on this matter.
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When you press the "next" or "previous" weapon keys, you switch weapons and get the name of the weapon printed, that is if you have the option enabled, in the first place. The Tag actor property is what the OP wants for this.
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What is the version, precisely?
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Just to note: testing that map, the performance in the development builds (or at least 2.9pre-137-g01bed05) is far worse than it is in, say, ZDoom 2.7.1.
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Load zdoom.pk3 or gzdoom.pk3 as a resource, but don't let the editor load that .pk3 when testing the map from within the editor itself. There is an option you can tick in the Add Resource box. It's at the bottom.
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Best and worst custom monster sprites.
Blue Shadow replied to baja blast rd.'s topic in Doom General
Correct. Hopefully, it's no longer available now. -
The only way I see it, is to redefine every monster so they give their killer an item by which the taunt sound is played. Here is a working example: ACTOR LostSoul2 : LostSoul replaces LostSoul { States { Death: // A killed actor's target is the one that killed it, so give that killer this item. TNT1 A 0 A_GiveToTarget("TauntItem") // We aren't interested in redefining the death sequence, so use the original monster's. Goto Super::Death } } ACTOR TauntItem : CustomInventory { States { Pickup: // Since we don't want non-player actors to taunt, we need to check if the receiver of the // item (killer, in this case) is a player or not, jumping to "Taunt" state and playing the // taunt sound if it is. TNT1 A 0 A_JumpIf(CheckClass("PlayerPawn", AAPTR_DEFAULT, TRUE), "Taunt") Stop Taunt: TNT1 A 0 A_PlaySound("vile/sight", CHAN_7) Stop } }You can consult the ZDoom Wiki if you'd like to learn about the functions used in there.
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The editor won't give you this "error" if you're using non-ZDoom-based configurations such as vanilla Doom or Boom, to name a couple. Loading the .pk3 is harmless. Just be sure to tick that option to disallow it from being loading when testing the map from within the editor.
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You can't call ACS functions directly through DECORATE.
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ZDCMP2 was meant to showcase what the ZDoom engine is capable of, so I'd recommend that.
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PSX Doom/Final Doom TC (Legacy TC, See first post for details)
Blue Shadow replied to Mattfrie1's topic in WAD Releases & Development
What binary did you try? You should go for the 1.8.10 one, in your case. -
PSX Doom/Final Doom TC (Legacy TC, See first post for details)
Blue Shadow replied to Mattfrie1's topic in WAD Releases & Development
Why not update your GZDoom? -
Variables need to be declared before they can be used, like so: int Minutes; int Seconds; Since those variables are shared between your scripts, they need to be declared outside of any script block.
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Did any of you (Gustavo and riki) try it with 1.8.10 instead of the two-year-old 1.8.2?
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No.
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Run ZDoom from the command line with -norun command.
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Those have their own decals. See here.
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66 tics (~1.88 seconds).