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Kassildes

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Everything posted by Kassildes

  1. Kassildes

    Opening Game

    How can I make my E4M1 map of the game doom 1 start with the text on the screen? type, effect of this doom2 script: map MAP07 "METRO STRIKE" next "MAP08" sky1 SKY1 0 cluster 6 map07special music "D_SHAWN" Is there a way to simplify the "map07special" to "mapE4M1special"? If you can, show me the script.
  2. Kassildes

    Opening Game

    I'm doing everything to start episode 4 with text, but I can not write the right script: Episode 4 flat FLOOR0_1 music D_VICTOR entertext "YOU HAVE ENTERED DEEPLY INTO THE INFESTED STARPORT. BUT SOMETHING IS WRONG. THE MONSTERS HAVE BROUGHT THEIR OWN REALITY WITH THEM, AND THE STARPORT'S TECHNOLOGY IS BEING SUBVERTED BY THEIR PRESENCE. AHEAD, YOU SEE AN OUTPOST OF HELL, A FORTIFIED ZONE. IF YOU CAN GET PAST IT, YOU CAN PENETRATE INTO THE HAUNTED HEART OF THE STARBASE AND FIND THE CONTROLLING SWITCH WHICH HOLDS EARTH'S POPULATION HOSTAGE." Where am I going wrong?
  3. Kassildes

    Opening Game

    GZDoom
  4. Kassildes

    GunFire

    What's going on that Daredevil can not reach me with his machine gun? I wrote this script and it still does not work, what is missing so that it reaches me at long distance? Detail: even with A_SpidAttack or A_CposAttack also does not finalize ( in place of "0" I put 3000)
  5. Kassildes

    Cybermissile expel

    I've figured out what to do so that cybermissile explodes and expels. In "Actor" cybermissile I wrote in the script: DAMAGETYPE "fire" +SPECIALFIREDAMAGE I was running the game and it worked the push/expels of the missile blast! Thanks!
  6. Kassildes

    Cybermissile expel

    I want the Cyberdemon missile, as soon as It explodes, that It has the power to expel (similar to Phoenix fire heretic). I did not find an parameter, different or derivative that does expel whit the script: "A_explode" Could YouTube write the script here? Please.
  7. Kassildes

    Sprites defective

    I put a new monster in the "heretic.wad" but it happens that the sprites are defective. I discovered that it belongs to "doom.wad" because of the color palette. But if I put the color palettes from "doom" into "heretic" they rename them to not appear color conflict, HOW TO WRITE IN THE "DECORATE" SCREEN TO CALL THE "DOOM" COLOR PALETTE FOR MONSTER TO PLAY IN "HERETIC "?
  8. Kassildes

    Sprites defective

    thanks for helping me, but I researched a lot that the monster that I downloaded in "realm667" what "sprites" does not work is the same one found in "Psychophobia" of www.moddb.com. There I found the same real 667 monster but in ".png" and thus solved my problem and finish editing "sprites".png... monster: DeathKnight.
  9. Kassildes

    Sprites defective

    did not work!
  10. Kassildes

    Use the new key

    I already created the "green" key for doom with "DECORATE" and "LOCKDEF". But I do not know what to do so I use this key to open a simple door. What to do? Do you have a "LUMP" to mount? If has can put a script to GZdoom identify a new action for example: 440: door (green) open stay.
  11. Kassildes

    Weapons

    I found the answer. I forgot to the put in the "DECORATE" of the new weapon 1: "Weapon.SelectionOrder : ####" So if all the ammunition of all weapons ends I will use the new weapon 1 created And if it even get ammunition during the game, automatically the weapon I created goes out and I will use the ammunition I just got. Sorry... Thanks.
  12. Kassildes

    Weapons

    my ammunition is gone and I use weapon 1 (for example the punch) but when I get more ammunition, the weapon does not appear automatically anymore and I have to type the corresponding weapon number. What do I do to solve it?
  13. Kassildes

    HereticStaff

    Great, I insert "weapon.SisterWeapon" And New number to "ACTOR : WEAPON" in DECORATE of the New weapon... It Works! Thanks!
  14. Kassildes

    HereticStaff

    how do I disable "staffpowered" because I just want the normal "staff" running. ACTOR Off : StaffPowered replaces StaffPowered { ??? }
  15. Kassildes

    "SCRIPT"

    it worked! Thanks!
  16. Kassildes

    "SCRIPT"

    what to write in the "script" (Hexen Format) so that for example: the wall goes down as soon as you kill the last monster in the room. ? #include "zcommon.acs" script 1 (void) { //? ?;
  17. Kassildes

    Explosives

    What is the script "actor flag" causes the explosive when detonated on the wall, leaves the gust marked?
  18. Kassildes

    Opitions mode

    Qual a opção no gzdoom que faz cada fase que toco e, por acaso, perco a vida, volto na mesma fase, perdendo tudo exceto uma pistola.
  19. Kassildes

    Opitions mode

    Thanks.
  20. Kassildes

    Opitions mode

    Obs: estou escrevendo no Celular e Google Chrome atrapalha ao envio, ele traduz antes.Obrigado.
  21. Kassildes

    Opitions mode

    For example: on Doom 1 on E1M3 start playing whith shotgun And ammo. When I'm about to move to e1m4, a monsters killed me and then I squeeze shot to return whith only the pistola on E1M3 whitout the interferência of using buttons save (f2), load (f3) And whitout cheating (idclev##).
  22. Kassildes

    How to make this "Special SCRIPT"

    Everennui and scifista42: A big thank you, it worked out "0, 0, 0" ... it was like I did not have to write "massacre" ... thank youuuuu!
  23. I can get my last boss so he dies the gate opens with this SCRIPT in Doom Builder: #include "zcommon.acs" Script 2 (void) { // LowerToLowest Floor_LowerToLowest (2, 2); } Where the first "2" is the monster marked and the second "2" is the speed of action "going down the wall" but... How do I make my last boss as soon as he dies all the monsters die at once TOO?
  24. Kassildes

    DECORATE BOOSEYE IN HERETIC

    I'm trying to insert the big boss who throws doom cubes into heretic, but it's happening problems: in the gzdoom decorate line 33 "ACTOR SpawnShot 23020" does not exist, could they fix it? ACTOR HereticBossEye 23010 { Height 32 +NOBLOCKMAP +NOSECTOR States { Spawn: TNT1 A 10 A_Look Loop See: TNT1 A 181 TNT1 A 150 A_BrainSpit ("SpawnShot") Wait } } Actor CustomEye : HereticBossEye { DropItem "HereticImpLeader" 255 50 DropItem "MummyLeader" 255 40 DropItem "MummyLeaderGhost" 255 30 DropItem "Wizard" 255 30 DropItem "IronLich" 255 2 DropItem "Clink" 255 30 DropItem "KnightGhost" 255 20 DropItem "Beast" 255 20 DropItem "Knight" 255 24 DropItem "Snake" 255 10 States { } ACTOR SpawnShot 23020 { Radius 6 Height 32 Speed 10 Damage 3 Projectile +NOCLIP -ACTIVATEPCROSS +RANDOMIZE SeeSound "brain/spit" DeathSound "brain/cubeboom" States { See: TNT1 A 181 Spawn: HECU D 3 BRIGHT A_SpawnSound HECU ABC 3 BRIGHT A_SpawnFly ("HereticSpawnEffect") HECU D 0 BRIGHT A_SpawnFly ("HereticSpawnEffect") Loop Spawn: BOSF A 3 BRIGHT A_SpawnSound BOSF BCD 3 BRIGHT A_SpawnFly // See SpawnFire Loop } } ACTOR HereticSpawnEffect { States { Spawn: FX16 A 0 FX16 A 0 A_PlaySound ("misc/teleport") FX16 A 0 A_SpawnItemEx ("HereticSpawnBigSpark", 0, 0, random (16, 64), random (0.5, 1.5), random (0.5, 1.5), random (0.25, 0.75), 0, 0, 0) FX16 A 0 A_SpawnItemEx ("HereticSpawnBigSpark", 0, 0, random (16, 64), random (0.5, 1.5), random (0.5, 1.5), random (0.25, 0.75), 0, 0, 0) FX16 A 0 A_SpawnItemEx ("HereticSpawnBigSpark", 0, 0, random (16, 64), random (0.5, 1.5), random (0.5, 1.5), random (0.25, 0.75), 0, 0, 0) FX16 A 0 A_SpawnItemEx ("HereticSpawnBigSpark", 0, 0, random (16, 64), random (0.5, 1.5), random (0.5, 1.5), random (0.25, 0.75), 0, 0, 0) FX16 A 0 A_SpawnItemEx ("HereticSpawnBigSpark", 0, 0, random (16, 64), random (0.5, 1.5), random (0.5, 1.5), random (0.25, 0.75), 0, 0, 0) FX16 A 0 A_SpawnItemEx ("HereticSpawnBigSpark", 0, 0, random (16, 64), random (0.5, 1.5), random (0.5, 1.5), random (0.25, 0.75), 0, 0, 0) FX16 A 0 A_SpawnItemEx ("HereticSpawnSmallSpark", 0, 0, random (16, 64), random (0.5, 1.5), random (0.5, 1.5), random (0.25, 0.75), 0, 0, 0) FX16 A 0 A_SpawnItemEx ("HereticSpawnSmallSpark", 0, 0, random (16, 64), random (0.5, 1.5), random (0.5, 1.5), random (0.25, 0.75), 0, 0, 0) FX16 A 0 A_SpawnItemEx ("HereticSpawnSmallSpark", 0, 0, random (16, 64), random (0.5, 1.5), random (0.5, 1.5), random (0.25, 0.75), 0, 0, 0) FX16 A 0 A_SpawnItemEx ("HereticSpawnSmallSpark", 0, 0, random (16, 64), random (0.5, 1.5), random (0.5, 1.5), random (0.25, 0.75), 0, 0, 0) FX16 A 0 A_SpawnItemEx ("HereticSpawnSmallSpark", 0, 0, random (16, 64), random (0.5, 1.5), random (0.5, 1.5), random (0.25, 0.75), 0, 0, 0) FX16 A 0 A_SpawnItemEx ("HereticSpawnSmallSpark", 0, 0, random (16, 64), random (0.5, 1.5), random (0.5, 1.5), random (0.25, 0.75), 0, 0, 0) FX16 A 0 A_SpawnItemEx ("HereticSpawnSmallSpark", 0, 0, random (16, 64), random (0.5, 1.5), random (0.5, 1.5), random (0.25, 0.75), 0, 0, 0) FX16 A 0 A_SpawnItemEx ("HereticSpawnSmallSpark", 0, 0, random (16, 64), random (0.5, 1.5), random (0.5, 1.5), random (0.25, 0.75), 0, 0, 0) Stop } } ACTOR SpawnFire { +NOBLOCKMAP +NOGRAVITY +NOINTERACTION +NOCLIP RenderStyle Add Alpha 0.7 States { Spawn: FX16 GHIJKL 3 BRIGHT A_FadeOut (0.1) Stop } }
  25. Kassildes

    UBERMUTANT para DOOM

    Qual o site posso encontrar o arquivo "pk3" ou "WAD" do monstro? Quero colocá-lo no DOOM "Wad"!
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