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Posts posted by FearNoEvil
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Ok ok. After some rest and a bit more reading I'm finally getting somewhere. I realize the errors of my ways so I scrapped the above script and made a new one.
#include "zcommon.acs"
bool platform1Lowered = false;
bool platform2Lowered = false;Script 1 (int platformNumber)
{// One platform lowers the other gets disabled permanently, vice versa
if (platformNumber == 1)
{
platform1Lowered = true;
Plat_DownByValue(1,15,0,17);
}
else if (platformNumber == 2)
{
platform2Lowered = false;
}
if (platformNumber == 2)
{
platform2Lowered = true;
Plat_DownByValue(2,15,0,17);
}
else if (platformNumber == 2)
{
platform1Lowered = false;
}
}It works sorta. The platforms lower after pressing their respective switches, but what I want is after pressing one switch, the other switch for the other platform is disabled permanently, i.e. the other switch doesn't flip and its platform does not lower.
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Basically how do you connect actions but also disable other actions in the same script. Let's say the player presses a button to lower platform 1, platform 1 lowers, but the button for platform 2 is now unusable, and vice versa. I'm reading the wiki but I'm not grasping this.
Using switch/case function:
Script 1 (void)
{
switch(Plat_DownByValue(3,6, 0, 17))
{
case 1:
Plat_DownByValue(3, 6, 0, 17);
break;
}
switch (Plat_DownByValue(4, 6, 0, 17))
{
case 1:
Plat_DownByValue(4, 6, 0, 17);
} -
Night of the Creeps (1986)
https://www.youtube.com/watch?v=HhLGYUYTTD0
Return of the Living Dead (1985)
https://www.youtube.com/watch?v=GkhCAV3wmIU
Love 80's horror comedy films. -
That script worked like a charm, thanks!
I've never used a script before, so when I click Compile Script that means it's saved, right? Just making sure. -
So I'm trying to make a trigger where the player grabs an item and two actions happen simultaneously:
http://imgur.com/a/HyCyG
The door opens and the lights (the highlighted sector) shut off
As you can see I have the soulsphere connected to the door but I can't seem to connect the soulsphere to the lights and get it to work properly. How would I do that? -
I know I can move things around in Visual Mode with the arrow keys, but can I move Things in Visual Mode by clicking and dragging them with the mouse?
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Gez said:To open a door by walking over a line, the trigger will be "player cross". Action will be door_open or door_raise. If door_raise, you'll probably want the "repeatable" flag.
I'm still not getting it. I use the same Identification Tag for both the line and the door in order to make it work, correct? The door won't open when I cross the line.
Do I assign "When player walks over" to the line or the door or both? and If the door_open action belongs to the line, what action belongs to the door? -
Thanks guys. I'm not use to UDMF. It's a tiny bit more complicated to me than other formats. :/
And so I have another question. How do I make triggers? Say there's a closed door you can't access unless you walk over a linedef that will open it. What sort of Flags, Actions, and Tags do I need to set in order for that door to open? -
Hello everyone.
I don't know how to activate Pick Sector/Light Color in GZDoom Builder. It's not letting me choose it. What are the steps in order for it to work?
I'm using GZDoom: Doom 2 (UDMF) format if that matters. -
Gez said:The Community Chest 4 texture pack has been used quite often.
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/cchest4
Beyond that, look at the various texture packs you can find here:
http://realm667.com/index.php/en/texture-stock-mainmenu-152-97360
WOW. Thank you, I really appreciate it! -
I'm looking for a WAD dump compatible for Doom 2; Just hundreds of different textures to choose from including things like glass and whatnot because Doom 2's WAD doesn't have many options. Is there anything like this?
I'm being pretty vague, but I just started level editing for Doom yesterday and I just need someone to point me in the right direction.
Doom in other game genres
in Doom General
Posted ·
Probably a goofy idea and I'm not sure if this counts, but... A Doom game akin to System Shock 2, with similar mechanics and gameplay. So I guess a survival horror? Doom 3 already has slight elements of SS: UI, audio logs... So why not go further? I can imagine more exploration: levels would be larger areas to explore rather than Doom 3's linear level-to-level structure; inventory management; slower-paced... Ok I guess what I'm trying to say is that Doom 3 should have been a System Shock clone, lol. Though I think it could work.