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doom-fusion

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About doom-fusion

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  1. doom-fusion

    Elevators

    Nothing seems to be blocking the door, it exists almost by itself, opening into a visual portal and a linedef set as a silent teleporter. I did set the linedef facing the inside of the elevator with the Polyobj_DoorSlide special and that seems to work just fine. Would having both the upper adn lower doors within the same container sector be an issue? They don't intersect each other and there is at least 16 pixels between the sets.
  2. doom-fusion

    Elevators

    I did try this and it worked. This snippet includes the floor switches. Both versions structured similarly to the elevator code. int floor; script 34 (void) { if (floor==1) { Elevator_LowerToNearest (98, 16); Delay (105); Polyobj_DoorSlide (1, 4, 64, 28, 105); floor=0; } else { Elevator_RaiseToNearest (98, 16); Delay (105); Polyobj_DoorSlide (3, 4, 64, 28, 105); floor=1; } } script 35 (void) { Elevator_MoveToFloor (98, 16); Delay (105); Polyobj_DoorSlide (1, 4, 64, 28, 105); floor=0; } script 36 (void) { Elevator_MoveToFloor (98, 16); Delay (105); Polyobj_DoorSlide (3, 4, 64, 28, 105); floor=1; } This was the original setup that I used, but the problem I ran into was the lift can function whether the doors are open or not. I used the previous code to allow the doors to only go one way, adding a delay which prohibits the elevator movement until it is closed. It does the same with door opening, not opening the door until the elevator stops moving. My issue with door slide is the delay which allows it to close. I wanted to make the door close wait until the player hits a switch and to open when the elevator stops at each floor.
  3. doom-fusion

    Elevators

    Ignore that. Somehow it got left out when I copied and pasted it. It compiles just fine.
  4. doom-fusion

    Elevators

    script 34 (void) { if (floor==1) { Polyobj_Move (3, 4, 192, 28) Delay (70); Elevator_LowerToNearest (98, 16); Delay (30); Polyobj_Move (1, 4, 64, 28); floor=0; } else { Polyobj_Move (1, 4, 192, 28); Delay (70); Elevator_RaiseToNearest (98, 16); Delay (30); Polyobj_Move (3, 4, 64, 28); floor=1; } } This is the code I am using for an internal elevator switch. The elevator starts on the first floor with the doors closed. When you hit the switch on the first floor, the doors open after a 30 tic delay. After you enter and hit the switch, the doors close and the elevator ascends after 70 tics. The problem is once it gets to the top,the else statement appears to ignore the second polyobj_move and won't open the doors at the top of the shaft. If you hit the switch again, the doors will move into each other, following the first polyobj_move statement, and then after 70 tics it will descend and the doors at the bottom will open. Everything works properly except the doors at the top. What am I missing here? Oh and I forgot to mention that floor 1 is the second floor and floor 0 is the first floor.
  5. doom-fusion

    ACS Scripting

    SectorSetLine did the trick. I did try a 1 pixel wide door in front of the actual door, unfortunately, I could not get it close enough to the actual door to make it unnoticeable without causing issues. Door would not open or function at all. Within three pixels only the door texture moves and it moves downward a little when you try to open the actual door, and you cannot pass through. Thanks for pointing me in the right direction.
  6. doom-fusion

    ACS Scripting

    I have no idea how to go about writing this as I have very little / no experience with ACS. Any help is appreciated.
  7. doom-fusion

    ACS Scripting

    I have begun to work on a new doom project. More details later... I have run into a situation where I need to use ACS to trigger a change in the function of a tagged linedef. There is a section of the map with a door that requires the use of a switch from a different section of the map using a blue key. Note that the switch DOES NOT open the door, just makes it so the player can go back to the door and open it. To be clear - the blue key is only meant to work with the switch, and the switch unlocks the door, but does not open the door. The player still has to physically go to the door to open it. If the player tries to use the switch before getting the key, a message should state the usual blue key is needed message. I have no idea how to go about writing this as I have very little / no experience with ACS. Any help is appreciated.
  8. doom-fusion

    Doom Fusion

    I will have something to show soon. Like I said, it is difficult to find time to work on this with my schedule. I will show off some of the sprite images when they are done. Will also begin mapping shortly.
  9. doom-fusion

    Doom Fusion

    Hey everybody. Im new to the forum, and I have also been a long-time visitor, looking into some great posts on mapping and wad editing. As much as I understand that introductions are in order, I really want to jump in and get my hands dirty. I have always tinkered around with Doom Builder and Doom Builder 2 and had a few good ideas. I would get around to the design stage, then ole' ADHD would kick in and I would find myself soon putting those ideas on the back burner before they really got off the ground. Mostly, this was because of the work involved and the amount of time I really had to devote to the cause. So then I came up with a concept for a new TC for Zdoom. Im currently calling it Doom Fusion. I know that alot of you have atleast heard of Metroid Fusion, and based on the fact that I said that, you may have surmised where Im heading with this. I want to create a TC loosely based on Metroid Fusion, with some elements of The Other M, but set in the Doom Universe. In other words, it probably won't feature Samus Aran or any Metroids, but will feature a very similar story arc found in fusion and the other m. I have already begun working on creating the sprites for a Boss character, one that is probably well-known from both Fusion and The Other M, but with a full-time job, and part-time school it is difficult to find the time to really settle in and work on this full-on. Last night, I spent nearly four hours creating the first sprite of this character while also doing homework. It takes place on a giant space station similar to the BSL station from Metroid Fusion. There will be several different environment sectors, all like the ones in the game with a few new ones added in. Instead of x-parasites, the protagonist will be dealing with a bio-weapon that turns some humans into zombies, others into mutants, and causes other organisms to evolve into more violent versions of themselves, while also causing others to become even more violent than usual. I know I don't have really any reputation within the community, but I guess with all the work that needs doing it would be nice if I could ask for some help with my project. So, this is an open invitation for anyone who would not mind devoting some free time to helping me make this happen. I need people for spriting, scripting, and some mapping. At any rate, Im really happy to finally be apart of a forum where there are others who like Doom as much as I do. A game I have been playing since I was 6. So, all introductions aside, I am really psyched to be here.
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