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Rifleman

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About Rifleman

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  1. Rifleman

    I'm at it again but really I need help with this.

    You can even omit the delay completely, since the frame you want is first in the state. And what a journey it was, glad I could help you learn it. From now on it's about practice and experimentation :) I don't mind spoilers, so if you wanna show what you've made, go ahead.
  2. Rifleman

    I'm at it again but really I need help with this.

    That's because you kept the 95 tics delay from my example for some reason. So, if the Missile state starts with the desired sprite, just deactivate it right there. And if not, then I guess you could just have the delay just long enough to stop it at a later sprite. Alternatively, you could add a new state to the actor, with the sprites you like. Check the links I posted earlier about actor control, you can do a lot of stuff with those - like stop the actor or turn it in the direction you want...
  3. Rifleman

    Switch sounds not working properly

    Your SNDINFO definition looks wrong to me. You need to define the sounds by giving them a unique name, like so: Sound name: Sound file: HexenChainSwitchOn chnswch8 HexenChainSwitchOff swtch6 And then in your switch definition instead of switches/normbutn you use the name of the sound, not of the sound file.
  4. Rifleman

    VS Code/Notepad++ ACS language definition

    If you still need to know, there is an extension for VSCode:
  5. Rifleman

    I'm at it again but really I need help with this.

    What I did once was this, it's a part of a longer script, so I just took out the part important for you.. It starts with actor(tag 4) dormant: Thing_Activate(4); <--- at this point the actor is activated SetActorState(4, "Missile"); <--- at the same time the actor switches to this state SetActorAngle(4, 0.75); <--- and turns to this angle Delay(95); <--- this is a delay of about 2.5 seconds where the actor does something Thing_Deactivate(4); <--- after that the actor is deactivated again, freezing in whatever position it was EDIT: a video of the scene I used the above for, so you can see it...
  6. Rifleman

    Need To Replace Imp Sounds.

    Slade can convert WAV to Doom format, so I guess you could use a converter to get your sounds to WAV first and then put them in Slade and convert. There are converters on the internet, or programs like Audacity can do that(File > Export).
  7. Rifleman

    Need To Replace Imp Sounds.

    Sound name: Sound file: imp/sight1 dsbgsit1 imp/sight2 dsbgsit2 imp/active dsbgact imp/pain dspopain imp/melee dsclaw imp/death1 dsbgdth1 imp/death2 dsbgdth2 imp/attack dsfirsht imp/shotx dsfirxpl
  8. Rifleman

    I'm at it again but really I need help with this.

    Then use Slade as shown above - select your sprites, right-click > Graphics > Color remap and select green color in the top box and then select replacement color in the bottom one. Experiment. As said before, you need to either have the sprites with same names as your actor currently uses or you have to rewrite their states. First, read up on sprites to understand the naming. Spawn: TROO AB 10 A_Look Loop This is for example spawn state for a Doom imp. The sprites it uses are named TROOA* and TROOB* (the asterisk is for numbers). So if your new imp sprites names are XXXXA* and XXXXB* you change it to this. Note that you don't enter the number from the sprites name. The number after the name is for how many tics each of these sprites are shown. Spawn: XXXX AB 10 A_Look Loop The rest of the links about actor modification are in the thread. Also, earlier you said you had downloaded some custom marine pack, so you can not only check their definitions in Slade, but you can also just load that pack as external resource in UDB(Edit > Map Options) and use them in your map directly.
  9. Rifleman

    I'm at it again but really I need help with this.

    In that line you put in the actor tag and then the number of the translation - the one you created one line above, but didn't assign a number. You may have noticed I often link to ZDoom wiki - all these functions are described there, often with examples, I suggest you keep that open while editing.
  10. Rifleman

    I'm at it again but really I need help with this.

    No, the number is just a number you want to give the colour translation to be able to use it with the second command. If by text you mean the example script, it goes into Script Editor in UDB. I mentioned that earlier in the thread(Sep 27), so please consider going through it from the top. Also, no need to reply with just OK or such, it just makes the already long thread longer...use the Soulsphere button for that :)
  11. Rifleman

    I'm at it again but really I need help with this.

    You can recolour the sprites themselves, but if you want each to be a different colour while using a single model you'll need the translation string. You can get that in Slade - you change the colours as you like and copy the string. The example shows turning green marine to gray. There are several ways you can use that; in script you can use it like this: script "MarineColours" OPEN { CreateTranslation (number, 112:127=96:111); Thing_SetTranslation(actor tag, number); } To change the sprites completely you either can rename them to be the same names as the default sprites or you can rewrite the actor states, that's something I posted before, check the thread. To stop the actor and make it non-moving, you can use Thing_Stop and Thing_Deactivate. For other options of controlling actors check: https://zdoom.org/wiki/Action_specials#Things https://zdoom.org/wiki/Built-in_ACS_functions#Actor_control
  12. Rifleman

    I'm at it again but really I need help with this.

    Check the video, it shows the entire process really clearly. Just uses a Caco instead of a marine.
  13. Rifleman

    I'm at it again but really I need help with this.

    Since this is a simple scenario, you can just play the role yourself - just walk down the hallway and turn around as you need. The cameras will see the marine. This is the method GG uses in that video and others as far as I know...if you want to make the marine look different, I wrote about that at the starts of the thread. Otherwise check my last post from October 2 on the previous page - it links to video that explains how to make non-players follow a path.
  14. Rifleman

    I'm at it again but really I need help with this.

    We seem to be moving in circles here, so I'll try once more: To have moving actors in a cutscene you can either use computer controlled actor(usually a monster, or it can be the marines from editor) or a player actor. If you use monsters, and want them to behave different from normal, you will need to use scripts(to for example activate, move them they way they don't, teleport them or kill them) or change the actor definition(if you want for example a BFG firing imp). If you use a player, it works differently. You can change the code too, but it won't change any behaviour - as it has to be controlled by a player. No player - no action. you can of course change stuff like the sprites, or speed or health of it. But no amount of scripting will make it do anything. Of course, you can use a combination of both methods. You can walk around and interact and record that with your cameras. I'd forget about making custom actors for now and just focus on the basics here. Try making a small map, put a few things in it and try it out with stock assets. If you do that, it'll be easier to make more complex cutscenes.
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