

Blue Shadow
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Everything posted by Blue Shadow
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Since the player doesn't move like other creatures in the game, the speed you set there is a multiplier. For instance, a value of 0.5 cuts the speed in half. For the pointer thing, don't worry about it, you can omit it.
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A_SetSpeed, obviously, can be used to change the speed of an actor. You can call it from a weapon. It works.
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What is your stance on cheese-proofing maps?
Blue Shadow replied to Spectre01's topic in WAD Discussion
As a player, I like to be given the freedom and choice of how to solve a problem. Also, can we stop talking about cheese? :P -
In ZDoom, it is changed by using 'borderflat' in a MAPINFO's gameinfo block. https://zdoom.org/wiki/MAPINFO/GameInfo_definition Wheher that works in those other ports or not is something I do not know.
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What are these steps you're trying to repeat?
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Yes, revenants and archviles, here too. Pain elementals? No. I just plain dislike them.
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For account reactivation, see here: https://forum.zdoom.org/viewtopic.php?f=48&t=55791
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I don't like quantifying this sort of things. So I'm fine with it gone.
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There is something ZDoom Community Map Project Take III?
Blue Shadow replied to TaporGaming50's topic in WAD Discussion
No, there isn't. -
You have to be careful with ClearInventory(), since it doesn't just remove weapons.
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I don't have or own many games, and with Doom, I just like it, and I can mod it as a bonus.
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[ACS](Solved)How can I detect when all monsters are dead?
Blue Shadow replied to Empyre's question in Editing Questions
This might work: https://zdoom.org/wiki/GetLevelInfo (check the example). -
Selecting random Actor of a specific class through ACS (GZDOOM)
Blue Shadow replied to gufu's question in Editing Questions
With SetActorProperty, use APROP_SpawnHealth as the property. https://zdoom.org/wiki/ACS_actor_properties -
You can, but you need to specify the path to the file along with its extension: imp/melee "sounds/path/to/sound/impmeleeattack.ogg"
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Then educate yourself.
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Having problems with making a sound loop
Blue Shadow replied to GamingMarine's topic in Doom Editing
The game expects a sound which is called "TORTURE5, 256", not "TORTURE5" (mind the quotes). -
*** The "ask a miscellaneous editing question" thread ***
Blue Shadow replied to baja blast rd.'s topic in Doom Editing
Where did you get it from? Because I just downloaded it from the site; the zip file has two WADs, one of which is the demo map. Download the zip file, and drag and drop it onto the source port's .exe to run. Make sure you're loading it with Heretic on E1M1. -
The durability item is something you need to make: actor DurabilityCounter : Inventory { Inventory.MaxAmount 10 // ... or whatever the value you want. }
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*** The "ask a miscellaneous editing question" thread ***
Blue Shadow replied to baja blast rd.'s topic in Doom Editing
If I remember, it comes with a demo map. Can you open the chests in the demo map? -
Assuming you're using A_CustomPunch as the means to do damage with the weapon, that function allows you to set a puff. Depending on the thing you hit with melee attacks, the puff enters a specific state:Bleeding actor -> XDeath Non-bleeding actor -> Melee Wall/Ceiling/Floor -> Crash (if Crash doesn't exist, Melee is entered)So set up your puff with Melee and XDeath states, and in them, give the player a counter item (for weapon durability). Here is an example of such a puff: actor KnucklesPuff : BulletPuff { +PUFFGETSOWNER // So the puff knows what or who shot it. States { Melee: XDeath: // Give the item to the puff's "target", which is the thing that shot it. // This relationship is established by setting the PUFFGETSOWNER flag. PUFF C 4 A_GiveInventory("DurabilityCounter", 1, AAPTR_TARGET) PUFF D 4 Stop } }What's left to do is check for the durability item in the weapon after each attack.
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Moon's Call (followup to Moonsong)
Blue Shadow replied to SaladBadger's topic in WAD Releases & Development
I died a few times, but mostly to surprise encounters, like going down the hole behind the yellow-key door or the two archviles in the "city" area. One of the things that bothered me in this map is item placement, picking up items inadvertently. Example: in the archvile-in-a-cage area, there is a green armor at the exit of the area leading to a curvy corridor. I was fighting revenants in the corridor and had to back up quickly and accidentally picked the armor up, because it was kind of in the way. The rocket launcher was useless, sadly, and didn't bother with it (it came a bit late). I killed the cyberdemon with the super shotgun as it was safer for me to use. I didn't find the music to be fitting, and later on it started to bother me a little. -
The Speed property is a float-point value, not an integer. So, you can have a speed value of 0.5, for instance.
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I'm a ZDoom user. I use a custom-made fullscreen HUD. It has everything the status bar has (and more), but without it obscuring part of the screen.
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Yes, it is possible. Here is a working example:ACTOR Thing { var int user_angle; States { Spawn: SOUL A 6 Bright NoDelay A_SpawnItemEx("ArchvileFire", 64, 0, 0, 0, 0, 0, user_angle) SOUL A 0 A_SetUserVar("user_angle", user_angle + 10) SOUL A 0 A_JumpIf(user_angle < 360, "Spawn") Goto Stay Stay: SOUL A -1 Bright Stop } }See user variables.
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Pass the CHF_DONTMOVE flag to the monster's A_Chase calls. http://zdoom.org/wiki/A_Chase