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dreg_master

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About dreg_master

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    Warming Up
  1. dreg_master

    DoomBuilder 2 - Stairs DOWN help

    Yes, i will try what Kappes Said :)
  2. dreg_master

    DoomBuilder 2 - Stairs DOWN help

    OK, so here is the layout .................*----------------------------* .................| .................| ] - Switch .......--------|________ .......|Secret | | | | <- Stairs Build Downwards from Flat floor .......|Room . | | | | .......--------|-------- .................| .................| .................| .................*----------------------------*
  3. dreg_master

    DoomBuilder 2 - Stairs DOWN help

    Ill try those things mentioned. Thanks guys Ill repost here if i find any other solutions. Maybe make all steps an independent tag number and set a script to fire off a string of commands to make each sector lower as per script :)
  4. dreg_master

    DoomBuilder 2 - Stairs DOWN help

    I am using Doom (UDMF) format. :)
  5. dreg_master

    DoomBuilder 2 - Stairs DOWN help

    Hey Guys, Im trying to make stairs going down Via Switch. I managed to get Stairs going UP from tutorial https://www.youtube.com/watch?v=nMeOhhjdHZU However, how do i make them build downward? I tried inverting the facings of line defs I unable set a negative amount in "Step Amount" Is this actually achievable? The other Stair options i have are Build Stairs Down Build Stairs up Build Stairs Down (sync) Build Stairs up (sync) Build Stairs Generic Build Build Stairs Doom I've tired all of them, not having much luck, following tutorial to the T i get it working up using build stairs doom. Is this possible? when i search "doombuilder stairs down", i don't see much at all.
  6. dreg_master

    UDMF - ACS for RANDOM Music Help

    How about For and Next loops? Do that have similar in ACS? Script 5 (void) { for a=1 to 255; Sector_SetFade (11,a,255,0); Delay (3) next a } No Good, So i try this Script 5 (void) { INT a=0; until (a=255); Sector_SetFade (11,a,255,0); a++; Delay (3); } still no good. Script 5 (void) { INT color=0; while (color<=255); Sector_SetFade (11,color,255,0); color++; Delay (3); } This one Compiled ok, but i get runaway script error ingame
  7. dreg_master

    UDMF - ACS for RANDOM Music Help

    Well Thanks to you i actually getting less sleep cause i was gonna give up. LOL But you gave me hope :) I used what you taught me and got my sector changing 4 colors with one switch. So happy - Now ill go to sleep.. Script 4 (void) { sector++; if(sector>4) sector = 1; if(sector == 1) Sector_SetFade (11,255,255,0); //yellow if(sector == 2) Sector_SetFade (11,255,0,255); //Purple if(sector == 3) Sector_SetFade (11,0,255,255); //Blue if(sector == 4) Sector_SetFade (11,0,0,0); //Normal }
  8. dreg_master

    UDMF - ACS for RANDOM Music Help

    Awesome, i jut cut and paste it worked first go :) LOL Your awesome, thanks ive been up all night trying to figure this out. Now ill get some sleep. Like u said there is better way by using choice... sorry switch/case Im a bit old school and used to line numbers and Gotos lol Really, helped me heaps. EDIT: Also i am going to try make a switch now that changes the room colours Red Blue ect, one switch with 4-5 settings.. Edit 2: Actually Nah... Im going to bed.... :P
  9. dreg_master

    UDMF - ACS for RANDOM Music Help

    Thanks so much, ill try that now.
  10. dreg_master

    UDMF - ACS for RANDOM Music Help

    Hey guys, I am trying to make a variable increase by 1 each time button is pressed thus making it move to the next song. Songs 1 thru 10 for now. I figured it needs to be a variable, see below code I know its a mess and there is better way to do it, last i coded was qbasic back on a 286sx I included a printf to show me the variable changing and the value every time i press the button increases by 3, but the song only changes once and that is it, keeps restarting the same song when i press the button and increasing the variable by another 3???. #include "zcommon.acs" int music = 1; //Music Start Variable 1 script 1 open //FOG - JUST IGNORE This is something else { Sector_SetFade (1,150,150,150); Sector_SetFade (2,150,150,150); Sector_SetFade (3,150,150,150); Sector_SetFade (4,150,150,150); Sector_SetFade (5,150,150,150); Sector_SetFade (6,150,150,150); Sector_SetFade (7,150,150,150); Sector_SetFade (8,150,150,150); } Script 3 (void) //JukeBOX, by switch music { print(s:"music is " , d: music); Delay (3); // Wait for next frame if (music == 1); { SetMusic("d_runnin"); music=music+1; } if(music == 2); { SetMusic("d_stalks"); music=music+1; } if (music == 3); { SetMusic("d_betwee"); music=music+1; } if(music == 4); { SetMusic("d_doom"); } if (music == 5); { SetMusic("d_the_da"); } if(music == 6); { SetMusic("d_shawn"); } if (music == 7); { SetMusic("d_ddtblu"); } if(music == 8); { SetMusic("d_in_cit"); } if (music == 9); { SetMusic("d_runnin"); } if(music == 10); { SetMusic("d_dead"); } } I dont get compile errors. Just the button press the text changes increases by 3 but the music track is always the same. Thanks for any help.
  11. Ahhh yes it would show errors and warnings, but due to the amount it would then lock up freeze, non-responding ect. To answer your Question more correctly.
  12. Figured out the music stuff. OK Main reason i wanted to change the music was cause i make all my maps in E01L01 whatever, so sick of same music. I even use this wad which is cool Doom2HDmusic v2.wad. But still sick of hearing the same song, i mean 24+ hours straight it gets annoying :) Other options were Slade/XWE add own Midi. But i just want a song change. With help from this vid https://www.youtube.com/watch?v=bMb9Jt2WFqI i found a way I created a LineDef, opened the ACS Script editor and did this: #include "zcommon.acs" Script 1 (VOID) { SetMusic("d_doom",0); } I then made the sidedef a switch use/press, set the special to 80 Execute Script. Selected my script and it works a charm. BTW d_doom is track 5 i think from doom2 see here http://doomwiki.org/wiki/Doom_II_music Now i am going to make a jukebox style thingy :) -- also you can set the linedef to walk over and put it right under the player spawn. So as soon as they move the music changes. Now having trouble trying to find the brightness option in gzbuilder. Usually i just clicked birghtness tool in doom builder and right click drag up and down for brightness? Can do via sector options, but prefer old way
  13. [QUOTE]MaxED said: [B]By "crash", do you mean this window: Yes, that was it, but i think that was just ineptitude on my part?
  14. Problem at moment, i'm sure ill figure it out, but anyhow its this. Sky1 to Sky3 Textures don't appear as proper sky textures, just normal tiled 128s. There is obviously more options than I'm used to in this ceiling and floor section, which is awesome!! What am i missing here? i could make a skybox.?.?.. on second thought wouldnt work cause the sky texture in the skybox would still be tiled. lol .... ok figured it out i think I have to use the texture from Doom2.wad called F-sky1. the others wont work as proper skys (im using one additional texture wad darkftex.wad) just normal tiles (called Sky1, Sky2, Sky3). Even if i set the sector special to 200 sky2 (mapinfo)it doesn't work. So gotta use F-sky always? really?
  15. It was when first launched. I created new WAD doom (UDMF) and clicked OK, it crashed when i havent configured the wad sources. IT ok now. So the crashed were "User Error"
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