Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Knightware Lorewaster

Members
  • Content count

    15
  • Joined

  • Last visited

About Knightware Lorewaster

  • Rank
    Warming Up

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Knightware Lorewaster

    How to discover the new state in a texture changed with mapspot (UDMF)

    This works without: "CheckFloorAfterChange =" "; But I need to work with him, when you put it on, the switches stop. With an "intermediate" = (slime01 / brown) I can do the 3 run... download: EXAMPLE.rar Not using: ("CheckFloorAfterChange =" ";) Using: ("CheckFloorAfterChange =" ";) I need it to work with this: CheckFloorAfterChange = ""; Like this:
  2. Knightware Lorewaster

    How to discover the new state in a texture changed with mapspot (UDMF)

    It almost worked, but this time it stops the switch...
  3. Knightware Lorewaster

    How to discover the new state in a texture changed with mapspot (UDMF)

    Rifleman my friend, What would it look like to be used more than once?
  4. Knightware Lorewaster

    How to discover the new state in a texture changed with mapspot (UDMF)

    It worked!! a bug had happened here... I managed to solve it, your program is perfect! You are a genius thank you very much!!!
  5. Knightware Lorewaster

    How to discover the new state in a texture changed with mapspot (UDMF)

    WOW!!! U ARE A GENIUS!!! YEAHH!!! GOD BLESS YOU!!!
  6. Knightware Lorewaster

    How to discover the new state in a texture changed with mapspot (UDMF)

    Hello my friend, My idea itself I'm trying to figure out a perfect explanation because what I'm doing is very complex... for example... I think of something like I have 2 switches, the 2 have a list with 5 colors... however only one of them uses random colors and knows which color was chosen, and the other one does not know and needs to find out which color was selected, for him to perform the function of showing the weapon... practically he would have to check the 5 colors and if it is possible for him to know what color it is, then he makes the weapon appear... (Practically a different script, knowing what the other changed... checking all the possibilities... Script #2, knowing which texture script #1 changed... without them communicating, just the 2 having the list of textures...)
  7. Let's say I need to check a floor where the texture was changed, but I don't know which texture it was changed to, as this new texture is in a list of 5 textures, I know the names of the 5... but I don't I know which one, which of the 5 textures that was used to change the floor, if I know which one, then I check which one it is, and a weapon appears on the green floor...
  8. Knightware Lorewaster

    Check TEXTURES of 3D Floor with script (UDMF)

    I work Thanks!!!
  9. Knightware Lorewaster

    Check TEXTURES of 3D Floor with script (UDMF)

    WOW!!! I'ts Worked!!! Thank you master!!!!!
  10. Knightware Lorewaster

    Check TEXTURES of 3D Floor with script (UDMF)

    Hello my friend, I tried here and it doesn't work, CHECKTEST.rar
  11. Knightware Lorewaster

    Check TEXTURES of 3D Floor with script (UDMF)

    Hello my friends, i want check textures of 3D Floor for appear itens on top, I using "CheckActorFloorTexture" in the script, but, not work's... Please Help!
  12. Knightware Lorewaster

    RUBIK CUBE in DOOM

    Here is the visually friendly cube, although it would be much cooler if it was functional, but who knows someday someone can solve this challenge ... the earthquake is coming, thats all folks!
  13. Knightware Lorewaster

    RUBIK CUBE in DOOM

    Is it possible to change a tag in a 3D sector? so it would be easier, create identical rooms with blocks of different colors that would change between rooms with a single control, buttons, switches ...
  14. Knightware Lorewaster

    RUBIK CUBE in DOOM

    Many thanks Simomarchi for the reply! So, in fact, I had also thought of another idea that in my research might solve the problem and I could make the perfect illusion, but I have no idea how to correctly implement all this, that would be using the "SetCameraToTexture" to stay changing the textures, 3 in 3 giving that illusion of the cube to be spinning just changing the colors of the "blocks" would be as if the blocks were televisions and would change the colors in the right places, with switches that would change practically several "TVs" of only one time, causing that feeling to have completely rotated each layer of the cube, both wall, ceiling and floor altered at the same time, but I do not know how to mess with it. I would like to know if there is any good tutorial for me to learn how to use this tool in a revolutionary way!
  15. Knightware Lorewaster

    RUBIK CUBE in DOOM

    Hello my friends, I'm trying to design a rubik cube in Doom with 3D floors and portals, however I'm not a programmer and I'm still not 100% familiar with GZDOOM UDMF and all its traps and tricks, so I believe I can do it only visually .. Someone who by a force majeure would possess skills and expertise that would make this person find a way to be able to make a rubik cube in the doom in a functional way with levers and that the player can solve the cube, stepping on buttons on the floor, or squeezing levers? This image is only a test.
×