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Spicy Cacodemon

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About Spicy Cacodemon

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    Green Marine

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  1. I want my decorate object to hurt the player when bumped into like spikes. I can already achieve this by using action 73 (damage thing) in DoomBuilder but I want to place several of these objects in my map. By default my decorate object does nothing unless given an action. I specifically want the action to be in the object's decorate script so I can just add my object into the map just like explosive barrels. Sorry I solved it by myself, found a script online. forum zdoom org/viewtopic.php?f=3&t=48216
  2. Spicy Cacodemon

    Custom monster w no rotation (solved)

    I kinda found a somewhat imperfect solution. The rotations are still there but you never see them while the monster is alerted to the players presence. I tried strafing around the monster to see it's back but the monster never shows it's back. The death animations haven't been added yet but that's simple. Actor SkullBehemoth : ZombieMan 9603 { health 100 Speed 10 missiletype Cacodemonball missileheight 58 SeeSound "caco/sight" PainSound "caco/pain" DeathSound "caco/death" ActiveSound "caco/active" Obituary "$OB_DEMONHIT" // "%o was fried by a SkullBehemoth." States { See: DEVL ABCD 4 A_Chase Loop Missile: DEVL E 1 A_FaceTarget DEVL F 1 A_MissileAttack DEVL E 1 A_FaceTarget DEVL F 1 A_MissileAttack DEVL E 1 A_FaceTarget DEVL F 1 A_MissileAttack goto See Pain: DEVL F 1 goto See } }
  3. Spicy Cacodemon

    Custom monster w no rotation (solved)

    I could do that but then my monster would only appear to be always facing the player like drawing eyes on the back of their head. I want no rotation at all like Commander Keen. "For a custom enemy, just set the frames of rotation to 0. This way, it always faces the players." Yeah thanks I'll give that a try though there should be a better way.
  4. Spicy Cacodemon

    Custom monster w no rotation (solved)

    I'd like to create a custom monster in decorate inherited from an existing monster like an Imp for example. I already more or less know how to make one but I specifically want monsters without any rotation. I'd like my monsters to always face and mostly move towards the player. This would make creating new monsters from scratch so much easier and I'm sure it's been done before. So the sprites would look something like this. DEVL A 1 DEVL B 1 DEVL C 1 DEVL D 1 DEVL E 1 DEVL F 1 DEVL G 1 DEVL H 1 DEVL IJKLMNOPQRSTU 0 (death sprites) Does anyone know how to make this?
  5. Spicy Cacodemon

    whats the best most up-to-date map editor to use

    I'm currently using Ultimate Doom Builder which can be found here. https://forum.zdoom.org/viewtopic.php?f=232&t=66745 It's got all the features of GZDoom Builder and a few more. SLADE3 also has a map editor I've never used before.
  6. Spicy Cacodemon

    Anyone have good GZDoom Builder tutorials?

    Check out SublimelyElegant, Chubzdoomer & Chris Moyer on YouTube. Also look up existing topics on this forum and the zdoom.org forum and check the zdoom.org wiki page. I find that most of the time I can either solve my own problems or find the answers online somewhere. I have no knowledge of scripting but I can still use ACS and SLADE3, Doom editing isn't that hard if you keep things fairly simple. Don;'t be afraid to ask for help when you need it, just make sure you look around first to see if your problem already has a solution.
  7. Spicy Cacodemon

    Multiple ActorMovers (solved)

    Turns out my objects were just too close together preventing them from moving as they normally would. Perhaps I should make the spikes a bit bigger. --- I've got some red spikes that kill the player on contact and I want some of them to move back and forth like in the example down below. I've got one spike moving up and down using script 2 OPEN { Thing_Activate(1); } with an ActorMover and two Interpolation Points. I tried the same thing with 4 more spikes, 4 movers and 8 points but they won't move. Is this a problem with my script? A separate (void) script with Thing_Activate didn't work when triggered. Neither did putting multiple Thing_Activate in my OPEN script. I'm not good with script.
  8. Spicy Cacodemon

    *** The "ask a miscellaneous editing question" thread ***

    Can someone make me a simple script that indefinitely ActorMoves an object back and forth between two interpolation points? Is it also possible to move objects up and down between two points instead of just making them floatbob? I have some hazards that kill on contact but right now they are stationary. SOLVED my own problem. I just used a script to Thing_Activate my ActorMover and set the second interpolation point to go back to the first. I'm guessing if my interpolation points are at different heights the object would move up and down.
  9. Spicy Cacodemon

    Doom 64's New Release & GZDoom

    How does Doom64EX compare with the original and more recent official ports? Are there any noticeable differences in graphics and gameplay or is EX practically indistinguishable?
  10. Spicy Cacodemon

    GZDOOM Glowing Coins (solved)

    Thanks it worked. I don't have a Golden Souls style custom coin counter right now so I might ask about that some other time.
  11. Spicy Cacodemon

    GZDOOM Glowing Coins (solved)

    Does this help?
  12. Spicy Cacodemon

    GZDOOM Glowing Coins (solved)

    Works on my static Doomguy decorate but not on the animated coins. The coins has 8 frames COINA0, COINB0, COINC0 etc etc. I can see an example on the wiki but can't figure it out. https://zdoom.org/wiki/GLDEFS
  13. Spicy Cacodemon

    GZDOOM Glowing Coins (solved)

    Tried messing around with the script but it's not working. This is my first time using the GLDEF lump. Somehow I'm not doing it right.
  14. Spicy Cacodemon

    GZDOOM Glowing Coins (solved)

    I've created some custom spinning coins that act like healthbonuses but they don't glow in GZDOOM like other default items do. I assume the glow effect is from GLDEFS. Is there an easy way to make my coins glow like the megasphere in the image below? The script for my coin is ACTOR Coin : Health 9602 { +INVENTORY.ALWAYSPICKUP SpawnID 23 States { Spawn: COIN ABCDEFGH 8 Bright Loop } Inventory.Amount 1 Inventory.MaxAmount 200 }
  15. Spicy Cacodemon

    Rule 666: If it exists, someone made it in Doom

    Doom porn is already a thing dude.
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