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FearNoEvil

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Posts posted by FearNoEvil


  1. 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.

     


  2. 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. 

     

     


  3. 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);
      }

     


  4. 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?


  5. 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?


  6. 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.

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