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About Rifleman

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    Ethereal Crusader

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  1. Not sure if possible purely with scripting. You could make a simple Medikit replacement actor that runs a script when picked up.
  2. Rifleman

    I need some help with zscript

    You need to either create a new inherited player class like so: Class MyPlayer : DoomPlayer { Default { Player.StartItem "MyPistol"; Player.StartItem "Clip", 75; } } and in MAPINFO Gameinfo { PlayerClasses = "MyPlayer" } Or you can use a script/event handler that takes away the old weapon from player and gives him the new one when he enters the map.
  3. Rifleman

    Doom Pictures Thread 2023

    Corrupted alternatives to Doom sphere powerups
  4. Rifleman

    Which tools are used to design Sprites?

    In addition to the above, I use GraphicsGale.
  5. Hi everyone, I've been playing around with particles to make actors more visually appealing and I need an advice - tried searching but couldn't find anything relevant or simple enough to copy. Can someone please help me fill in the blanks? Lets say I have an actor with 40 height and 20 radius, a sphere. I'd like to be able to spawn particles randomly all along its surface, going straight up(relatively, not absolutely), if put in a loop like override void Tick(). Sounds simple, but I can't crack this one; something is always wrong no matter what I try - this kind of math wasn't my favourite in high school. :D Thanks for any info or examples! Pic is just for flavour.
  6. Rifleman


    The Example section here seems like what you're looking for.
  7. Rifleman


    OPEN should not be in brackets and it should be ENTER if you want the player to see the message. With OPEN, the activator is the map, not the player. https://zdoom.org/wiki/Script_types
  8. Rifleman


    Put space between the word script and the number.
  9. Rifleman

    Spawn monsters when bosses health reaches a certain amount?

    Yep, just put whatever you want to happen in that script. It could be something like this:
  10. Rifleman

    Spawn monsters when bosses health reaches a certain amount?

    First, why is the tid 66666 in the beginning and later 66667? That does not match the example - it would spawn the baron in front of a different actor than the one you're checking the health of. And second, you don't show the error, but I tried it and it tells me the issue is this: script "CheckBossHealth" (int 66666) - you could use script "CheckBossHealth" (void) instead and then just manually fill the tid elsewhere as you have. Or leave it exactly as Kan3 suggested, the just assign a TID to the boss and make him call the script somehow.
  11. Rifleman

    Would I be able to put a video into Doom?

    I made one once - it needs to be 256 colour max. and need to be converted to IVF format using ffmpeg and command(video file needs to be in the same folder as ffmpeg): ffmpeg -i inputfile.mp4 outputfile.ivf Then you need to extract audio into a separate file, as the video will be mute, and put them in the same folder with the same name. And then add the section to MAPINFO: https://zdoom.org/wiki/Cutscene_MAPINFO_properties And they can't be played in the map, only as intro, outro and in-between levels/clusters, AFAIK.
  12. Rifleman

    what was the firsrt doom game you played

    Doom 2 back in 1995-6. And because of this, the original has always felt a bit boring to me.
  13. Rifleman

    Removing Polyobjects

    Hard to say, never tried it and I am not that tech savvy. But three digits speed may still be ok, I guess? Myself, I'd start slower and see what it does, or as I said previously, draw attention elsewhere for a bit if possible, switch to another cam, cover it in explosions or something :)
  14. Rifleman

    Removing Polyobjects

    Maybe try FadeTo, that gives you a few seconds and looks nice.
  15. Rifleman

    Removing Polyobjects

    Once they're rendered, they are there to stay, as far as I know. But you could still move them away with a script. Just point the cam somewhere else for a moment if needed.