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

noigs2015

Members
  • Content count

    29
  • Joined

  • Last visited

Everything posted by noigs2015

  1. Hey there. I haven't even tried this yet, but I want to know if it's possible. I would like that, after the player died, it summons a monster, and in other case that i'll work for, he'll resurrect. But I don't know how to do it properly right now, and the wiki isn't helping me, this is the closest result I found and I don't think that would work as I want. I know I can do some stuff with decorate at the resurrection moment, but don't know exactly what should I do.
  2. noigs2015

    Summoning a monster or resurrectind after dying

    Ok, i'll Try it
  3. Heya! I have a little question. Is it possible to do a WAD that runs itself? (Ex: I just double click it like a program and it runs) Like Grezzo. I want to do a little experiment, but I wondered if there's a way to run it that way, to share it with my non-doomers friends lmao. (I'm using GZDoom builder and Slade... most Doom Builder XD)
  4. noigs2015

    Different Sprites for each weapon for player

    Hey Guys, I made it work finally, i'll let here the code and a little explaining video. The Token Decorate: The Weapons Decorate The Player Decorate:
  5. Hello. I would like to know how I could do to change the sprite of the player when he change the weapon that's carrying. I know Brutal Doom do it, but I have 2 Problems, 1st is that it's too complicated stuff and I didn't understood what I saw in it's code, and the 2nd is that i'm working in a Wad, and I don't know if it's a different way to do it since BD is a PK3. Edit: I just saw somewhere here it was actually possible with ZScript. But I don't know about it. Some Zscript tutorial you recommend? Or a direct way to add aditional state for each weapon or some like that?
  6. noigs2015

    Different Sprites for each weapon for player

    Hey Guys, I made it work finally, i'll let here the code and a little explaining video. The Token Decorate: The Weapons Decorate The Player Decorate:
  7. noigs2015

    Different Sprites for each weapon for player

    @Gaia74 Ok, I think that thanks to you, I kind of understand the way BD does. Look: I'm just sure of one thing. The guy that made this is a F*cking Genious. I'll Try it and will tell you if actually worked... maybe tomorrow XD. @Doomkid Lol, I was just seeing a Video of yours in Youtube about the MapInfo lump functions, thanks man.
  8. Hey there, I have a lil big problem. I need help. I'm making an experiment, but I don't know if I'm very noob, or stoopid. I want to make a Hokuto Hyaretsu Ken (Omae wa mou Shindeiru) Weapon. I stole it for Russian Ov- I mean, I made it and works roughly, it's just a testing. But I want it to play the ATATATATA sound, which does, but stopping or pausind the actual music. I'm trying to do a Script, that I don't know if it's even working, I'll leave all my tries here: script 10000 (void) { //CONSOLECOMMAND ("STOPMUS"); //SetResultValue(SetCVarstring ("snd_musicvolume", 0)); //SetCVarstring ("snd_musicvolume", 0); //SetCVar ("stopmus", True); SetMusic (""); } The Script is in the File of the first map. And this is the actor's Decorate: ACTOR HKEN : WEAPON 17000 { +WEAPON.CHEATNOTWEAPON Inventory.Pickupmessage "Omae wa mou shindeiru." Weapon.SelectionOrder 50 Weapon.AmmoUse 0 Weapon.AmmoGIVE 0 Weapon.AmmoTYPE "Clip" Weapon.slotnumber 0 States { Ready: // This state is entered when you have this weapon selected. FIST A 0 A_PlaySound ("WEAPONS/MARTYSWING", CHAN_WEAPON, 1) FIST A 1 A_WeaponReady Loop Deselect: // This state is entered when you deselect the current selected weapon. FIST A 1 A_Lower Loop Select: // This state is entered when you select this weapon. FIST A 1 A_Raise Loop FIRE: //AHTATATATATATATA MFST B 0 ACS_Execute (10000, 1,0,0,0) MFST B 0 A_PlaySound ("WEAPONS/AHTATATA", CHAN_AUTO | CHAN_NOSTOP, 10) MFST B 0 A_Recoil (-15) MFST BCDEFGHI 1 A_FireBullets (13.4, 9.2, 50, 10, "BulletPuff") MFST B 0 A_Refire Goto AHTAHH AHTAHH: MFST B 0 A_StopSound(CHAN_AUTO) Goto READY } } Then what I'm doing wrong? Need some hulp.
  9. noigs2015

    Stop the music in the middle of the playing

    I'll let a wad with the final result If anyone want to take a look of it. Hokuto HyakuretsuKen by NoiGS2015.rar
  10. noigs2015

    Stop the music in the middle of the playing

    Ok, Don't know with what black magic I mess, but some how, It worked. I just putted the Wad in the GZ Doom Builder putted the scripts in some lines (And worked the SetMusic). Then I found this command "SetMusicVolume" which is like that and exactly what I was looking for, and also worked. Then I played the Wad and suddenly, the script (called from the decorate) worked. Don't know wtf happened. Anyways, Thanks you all guys.
  11. noigs2015

    Stop the music in the middle of the playing

    Yep, I did.
  12. noigs2015

    Stop the music in the middle of the playing

    Ok, officially I don't know what's happening. I'll let an explaining vid:
  13. noigs2015

    Stop the music in the middle of the playing

    Good, I will, and how do I call the script in the Decorate? I think that's my problem.
  14. noigs2015

    Stop the music in the middle of the playing

    No, actually, it have more sense. The problem is that I don't know which is the command or the correct channel, I just lost myself in the zdoom wiki and i'm confused with it now. Besides, I think the best way is turn down the music volume with a script, but I don't know how to do it properly.
  15. noigs2015

    Running a WAD... without Source Port.

    Thanks man.
  16. Ok, somehow, I discovered another way to add even more sprites, like blinking. Here is the source. I will make it in video to explain it better Beware the bad english XD ur advised.
  17. Ok, I lost myself trying to do this, so i'll let a little guide. First, Must have your sprites Named this way: "XXXST00", Where: Now comes the easy part. just set your classes in the MapInfo, Then in Decorate you will give each class this property: Player.Face and just then type in doublequotes "XXX" (Your sprites prefix name), and that's all. The SBARINFO is for determined things, but don't figure what exactly yet. A thing I would add is that the game "fix" the pics to the bar, like elonging them vertically, so I ´╗┐suggest to see the correct offsets and sizes in the actual game of your sprites before counting the win. Try to do the imgs 33*30px and put the offsets of them in -1 and -2, it'll fit in the face square.
  18. This is how it worked to me: In the MapInfo GameInfo { PlayerClasses = "NOI", "AnyOtherGuy" } In the Decorate: ACTOR Noiprocs : PlayerPawn 15010 { ... Player.Face "Noi" ... And the Picture names are "NOIST00" (I'll put a pic with their names). I also found some stuff of how to name them properly. A thing I would add is that the game "fixed" my pics to the bar, I suggest to see the correct offsets and sizes in the actual game of your sprites before counting the win. Apparently, the mugshot section is not currently working, except for some instances. Or at least they didn't worked to me.
  19. I actually find it there. Is a file that modify the Status Bar, like it own Decorate. Here I left a pic with the example: And by last, here's the Zdoom Wiki entry for more information https://zdoom.org/wiki/SBARINFO It was very cool investigate it. Generally the ZDoom Wiki have all the answers, but sometimes they are too hidden, right?
  20. noigs2015

    How to create a player class

    Hey guys, I have a question, If I want to change the sprites of the faces of Doomguy by each class, how can I do it? I also have another dude that want that. Edit: Forget it, I found it, it's in the link.
  21. I'm interested too, can I take a look of what are you doing in the decorate, maybe we could help ourselves Edit: I think I found something: https://zdoom.org/wiki/Classes https://zdoom.org/wiki/Creating_new_player_classes Edit of the Edit: I found a guy that actually made it with Terminator, it's pretty cool Thou, check his Wad and the decorates, he have a Player Pawn for each type of class. Maybe that's the way: Also, I found this too, it's the quick noob's quick guide for us XD: I'm still searching how to change the Faces. I saw in the original Wads of Doom that the face sprites is called "STFS" That could be "Status Faces", but I'm still searching how to change it by the class. I just found until now some like we want. This wad is "Pasta Power, Baby", found it here. I was analizing the file, and have something. There is a image called Mario and another Called Luigi (Just the names with a mario game font) But in the actual game, they displays in their correspondient class. I'm seeking how.
  22. noigs2015

    DECORATE Tutorial?

    Thanks man, it worked.
  23. noigs2015

    How do I make a friendly monster? (ai)

    If anyone find this, I discovered how (I'm a little slow) This is my Decorate for the Neutral/Friendly/Don't-mess-with-him monster now (The //Notes will explain the process):
  24. noigs2015

    Running a WAD... without Source Port.

    Man, I tried this and f*ching works (I had to investigate a lot and it was very simple lmao) Thank you a lot. Here I leave the example of the Batch for those noobs like me (I have Windows 10 and I now it works in any Windows, don't know about other O.S.): In a normal NotePad write: The "@echo off" line is because this will be executed like a command with CMD, and if you don't put it, it will appear the black window making fastly the process, is optional, like make the command run cleanly XD. Then hit Enter to the next line. You should make sure to have the Source Port and wads in the same folder. If this batch will be in the same folder of the Source Port and stuff, this whole next line is unnecesary, and you can just jump to the next step. If your Source Port and wads will be in other folder (And please put them all in the same folder for this), you must search it, right click it and select Properties, and it will show you the Location, copy it. Go to the NotePad and write "cd" that means "Change Directory", this will basically change the location where the files that it will search are, and then put a Space and paste the location of the source port. If the folders of destination have spaces in the names, put double quotes in the direction like the example, if it has not, they aren't necessary, then hit Enter to the next line. Then type "Start", that is the command that will... well it's obvious. But that's the command. After it put a Space and type the name of the executable of the source port you will use with it extension. In my case: gzdoom.exe and the Source Port will run itself. Now the part I wanted, the wads and mods. Just hit another Space and type the name of the wad or even the pk3/pk7 you want to run. It could be how many you want, all separated by spaces. like this: And last, but not least, A little suggestion, Try to type the order of the mods in a certain one, the basic IWAD always first, and then the mods, and the mod you really want to play at the last one. Believe me, my custom map didn't run properly until I putted it name in the last part. Anyways, thank you for your support. Specially you, Hambourgeois.
  25. noigs2015

    How do I make a friendly monster? (ai)

    I have a question, and I don't care if I must hack NASA or not in the process. How can I make, once I putted the Flag Friendly in the Decorate Lump, that the actor gets mad on me if I damage it. Like unfriend it. I believe using some like IF between the flags, but I'm not really sure of what must I put in there, of if is even possible. Here's my code:
×