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Melonpizza

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Everything posted by Melonpizza

  1. You´re really helping out thanks again for helping.
  2. while i was making some mapinfo stuff, i stumbled across a problem. The sky-texture is not as displayed as i wanted to be, See for yourself as it should be clear, this should not look like that. heres the mapinfo code for the map, if you need it to make a answer: map "map01" "********* ********* *** ** *******" { levelnum = 1 next = "map02" secretnext = "map08" sky1 = "F_SKY1",0 music = "D_HIDIN" } (the * are there, so things dont get spoilerd) (you can post your answer in german, or english. other languages will be translated, so that means there is no 100% chance of me understanding your answer)
  3. While i was making a custom class (that replaces doomplayer) so that i can replace the Pistol and fists, i stumbled across a problem when i made it. The changes i made did not take effect, it probably lays on the reason, that the player-start only spawns the normal doomplayer, so i ask for help here ( my goal is to replace the Pistol and the fists, but i also want to replace the character, so keep that in mind) (You can also post your answer in acs, but not in zscript because i am to dumb to Unserstand zscript) (When the english is bad, keep in mind that it is not my native language, and im not fluid in English, but pretty good. Ps my native language is German)
  4. It worked!, Guess i overlooked that one. Thanks for the help
  5. Hello, while i was making another weapon for my mod. it kinda worked, it has Velocity and stuff, but as soon it collides with some thing it disappiers Here´s the code for the weapon itself: Actor ********** : weapon 8694 { obituary "********************" Weapon.selectionorder 1100 weapon.ammouse 1 weapon.ammogive 1 weapon.ammotype "**********" inventory.pickupmessage "****************" weapon.slotnumber 5 +weapon.noalert +weapon.alt_uses_both states { select: BBTH A 1 a_raise loop deselect: BBTH A 1 a_lower loop ready: BBTH A 1 a_weaponready loop fire: BBTH A 1 a_firecustommissile("bottletheexplosive",0,true,2,1,0,0) goto ready altfire: DRIK ABC 3 DRIK ABC 3 DRIK ABCD 3 DRIK E 10 a_custompunch(0,true,0,0,99999999999999999,15,15,0,0,0) DRIK CBA 3 DRIK CBA 3 DRIK DCBA 3 goto "bottlereplace" bottlereplace: DRIK F 1 a_lower goto select yeet1: BBTH F 6 a_firecustommissile ("bottletheexplosive",0,true,0,1,0,0) BBTH G 3 BBTH G 1 a_checkreload goto select yeet2: BBTH F 4 a_firecustommissile ("yeet2bottle",0,true,0,2,0,0) BBTH G 3 BBTH G 1 a_checkreload goto select } } //info for the code 1\\ -it has a temporary fire state that is only for testing purposes -the alt fire should regenerate 15 health, i sure will find a way to do this with the help of zdoom wiki, but if you want, you can also answer that -yeet1 and 2 are the two diffrent throwing scales, yeet 1 fires the normal projectile, while yeet 2 fires the exact same projectile, but with slightly diffrent stats (i will also post the code for them), and will add also yeet0, for more tactical uses (the numbers at the end of "yeet" indentify the strengh) but there are not implemented because i still can not find a way how to do this, i could give fire yeet 0, and hold yeet1. But i did not find a thing thats like a_refire, but it´s turned around ( if you hold it keeps going, when you release it´s going to the defined state (or ready)) a_ weaponready wont also work because the player could lust take his time, and it would ruin the difficuilty, he could just do another thing, he could also not fire until yeet2, and a feauture would not work that i will impement, and that is if the player houlds it too long, it will kill him(i want to implement that because it´s very build engine, and also because it should behave like dynamite(inspireation comes mosty from redneck rempage) . and heres the code for the projectiles: actor ****************** { Height 4 radius 4 damage 100 speed 10 alpha 1 PROJECTILE +BLOODLESSIMPACT +noextremedeath +bounceonfloors +bounceonceilings +bounceonactors states { spawn: BOTL A 1 a_gravity BOTL A 5 a_jumpif(random(5,10) == 8,"death") BOTL A 0 a_changevelocity(15,5,0,cvf_relative,aaptr_default) loop death: LRAF A 3 LRAF A 1 a_explode(40,50,0,false,20,0,0,0,0) stop } } actor yeet2***** : ************** { states { spawn: BOTL A 1 a_gravity BOTL A 0 a_changevelocity(30,20,0,cvf_relative,aaptr_default) loop bounce: BOTL A 1 a_changevelocity(10,5,10,cvf_relative,aaptr_default) BOTL A 0 a_jumpif (random(5,10) == 8,"death") loop } } it's suposed to explode after a random time. I hope the doom modders can help me out, and i also hope the answer to this Problem helps other people. (i put a *, to replace thingd i dont wanna spoil) (i apologise, if there´s bad english) (you can also post your answer in ACS)
  6. Melonpizza

    Wanting to fix up my granade... (Solved)

    i reposted all over again because it didn't show up by me. So i thougt it wasn't Uploaded. sorry for the inconvienience
  7. Ohhh of course, zdoom wiki was the solution! (This also helped), Thanks for the reminder (and the solution)
  8. Hello, while i was making a few adjustments to my weapons, i stubled across a problem. while i was doing the projectile sound thing, it didnt´t work i tried putting it in spawn, but it wont work too. (with and without a_checkblock) Then i realised that it wont work with both of them any ideas how to make this happen? (you can also put it in ACS) thanks, and i hope the answer will help others too.
  9. It would just play a sound, even if it hits a wall (i don't want that to happen). The thing i wanted to try did not work, so i will try another thing
  10. In theroy it's good, but i also want it to play it a different Sound (forgot to mention that) as you can see in decorate line 134, i have an idea what wil fix this bug by just replacing the "Stop" in the death state with a "goto "customfunction"" (i know that works) and Will make a Report on how it went. I can forgive you for stuff like that a projectile has no see sound normaly so it would not make a sound because you also mentioned that it was a while sience you did Something with decorate. still Thanks for the advice.
  11. Thanks azuris for recommending paint.net. to test it, i have given lo wang (Protagonist from Shadow Warrior) the crowbar from Leonard (Protagonist from redneck ramapge) Heres the result:
  12. hello folks, while i was making a mod for final doom: tnt evilotion i stumbled across a problem. when i was making sprites for my weapons, i noticed they were to big in size (1440 x 1080 px) so i shrinked it to 165 x 120 this is the result: 1440 x 1080 px to 165 x 120 you noticed that the picture is very pixelated, and this is not cool. so i, as a newbie ask the modders out there how to fix this issue (it is more problematic by f.e. projectiles, and im fighting this problem a very long time).
  13. One day i'll use Blender, still Thanks for the help (are you that guy from YouTube?)
  14. Thanks (im using mobile because the tools are simpler to use, im making 3d models for the weapons, then i pose with my hands to resemble the hands and edit them. On pc i had to use blender and some drawing and editing Programme, and blender is to complicated to use aswell as 90% of the drawing Programmes are overly complicated. but this seems simple to me) i hope this will help other people than me. and also why did you follow me like one second i was in doomworld and setting up my Account (Not meant to be Rude)
  15. Ok 1. I just export it as png (im making it on my phone), and then Reimport it, but in a smaller picture 2. I want to have it Display correctly in doom (hud) so it shows all of it, this looks kinda good
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