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The Nutcracker

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About The Nutcracker

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    Warming Up
  1. The Nutcracker

    Doom 2 sprites issue

    No, you don't add it to texture or anything. You just put it between the SS_START and SS_END lumps. If don't want to put it in a separate directory to put it in another wad, you can just put the lumps on the clipboard, close that wad and open the other wad and paste it. Oh, and I DON'T recommend converting it. It makes absolutely no difference by converting them.
  2. The Nutcracker

    Doom Builder crashing...

    After using doom builder for about 2 years, whenever I try to run it, it says "Error 424 in LoadConfiguration: Object Required". I tried reinstalling it, but it didn't work. Does anyone know why this is happening?
  3. The Nutcracker

    Monsters with more than 1 projectile attacks

    Never mind, I figured out how.
  4. The Nutcracker

    How the hell to UPLOAD a wad

    Thanks!
  5. The Nutcracker

    How the hell to UPLOAD a wad

    You can already tell I'm not exactly good with computers, and I need to know how to UPLOAD a wad to doomworld. Can anyone tell me?
  6. The Nutcracker

    Monsters with more than 1 projectile attacks

    Okay, I currently have the Cyberbomber fixed, and I have a sprite for it, so I think I will send to the zdoom zdcmp2 crew crew as a final boss. Only 1 Question: How can I do that?
  7. The Nutcracker

    Starting without a pistol? (fist only?)

    I had said that you can use a script for starting with a pistol, but it DOES NOT WORK IN ALL SITUATIONS! I learned that you can add in scripts as lumps that are read by all maps, regardless of configuration. If you were to use the script I described in that case, you would end up with losing all weapons but the fist at the start of all levels. Not only is this undisirable, but whoever plays the wad would obiously get mad as hell for losing all weapons after every level. To avoid this, use this revised code: TakeInventory("Pistol", 1); Please note that this will not remove the 50 bullets unless you use dehacked
  8. The Nutcracker

    Can this ACS script work?

    If you read my "Monsters With More Than 1 Projectile Attack" thread, you saw I needed help making the monster. Well, the defintion is finished (still working on the sprite)and then I decided added in a health bar, which is where my problem began. It isn't hard to make the monster's total health display, but I would rather it be displayed more like the player's health, in the sence that it has 100% that decreases as the monster dies. The script I wrote is as follows: #include "zcommon.acs" script 1 (int arg1) { int x = getactorproperty(arg1, aprop_health); int y = getactorproperty(arg1, aprop_health)*100; while(getactorproperty(arg1, aprop_health) > 0) { setfont("bigfont"); hudmessage(s:"BOSS: ", d:y/x, s:"%"; hudmsg_plain, 0, cr_red,0.02,0.0, 0.1); delay(1); } acs_execute(999,0,0,0,0); } Why doesn't this work?
  9. The Nutcracker

    Monsters with more than 1 projectile attacks

    I see I didn't put in an A_Jump state in. I'll try to use it, but with the few test wads I used to test it, I can see I'm not good at using it. I'll practice some more with it, and hopefully I can revise the cyberbomber decorate definition (or whatever it is called). Oh, and myk, It is not a cybernetic Jacques Derrida, or at least, not yet. I haven't designed a sprite for it yet, so it still uses the normal Cyberdemon sprite. It'll most likely end up with that look when I'm done with it, though.
  10. Recently, I started making a decorate lump that included a monster with more than 1 attack. I did not know how to do this, so I looked at the decorate lump in lost soulsphere: gold edition, and, as far as I could see it, all you needed to do was add Goto See after each attack. I tried that, and it never used any attack aside from the first. I tried making it one big attack, but that did not seem to work right. I left it at that point, and looked on the internet to find info, but all I could find was house decorating junk. Could anyone help me? If it helps, this is how the decorate part about that monster looks so far: ACTOR Cyberbomber 20000 { speed 32 radius 40 height 112 health 5000 Mass 200 PainChance 0 MONSTER +FLOORCLIP missiletype Rocket AttackSound " " DeathSound "player/male/death1" obituary"%o was deconstructed a cyberbomber" MeleeDamage 100 States { Spawn: CYBR AB 10 A_Look loop See: CYBR A 2 A_FastChase CYBR B 2 A_FastChase CYBR C 2 A_FastChase CYBR D 2 A_FastChase Loop Missile: //the lengthy attacking phase. OK, it's not THAT long, but it is longer than normal attacks. CYBR E 20 A_FaceTarget CYBR E 2 A_FaceTarget CYBR F 0 A_CustomMissile ("Rocket", 32, 0, 0) // big bad start rocket blast state CYBR F 0 A_CustomMissile ("Rocket", 32, 0, 10) CYBR F 0 A_CustomMissile ("Rocket", 32, 0, -10) CYBR F 0 A_CustomMissile ("Rocket", 32, 0, 20) CYBR F 2 A_CustomMissile ("Rocket", 32, 0, -20) CYBR F 2 A_FaceTarget CYBR F 0 A_CustomMissile ("Rocket", 32, 0, 0) CYBR F 0 A_CustomMissile ("Rocket", 32, 0, 10) CYBR F 0 A_CustomMissile ("Rocket", 32, 0, -10) CYBR F 0 A_CustomMissile ("Rocket", 32, 0, 5) CYBR F 2 A_CustomMissile ("Rocket", 32, 0, -5) CYBR F 1 A_CustomMissile ("Rocket", 32, 0, 0) CYBR E 2 //circular rocket launch state CYBR F 1 A_CustomMissile ("Rocket", 32, 0, 20) CYBR E 2 CYBR F 1 A_CustomMissile ("Rocket", 32, 0, 40) CYBR E 2 CYBR F 1 A_CustomMissile ("Rocket", 32, 0, 60) CYBR E 2 CYBR F 1 A_CustomMissile ("Rocket", 32, 0, 80) CYBR E 2 CYBR F 1 A_CustomMissile ("Rocket", 32, 0, 100) CYBR E 2 CYBR F 1 A_CustomMissile ("Rocket", 32, 0, 120) CYBR E 2 CYBR F 1 A_CustomMissile ("Rocket", 32, 0, 140) CYBR E 2 CYBR F 1 A_CustomMissile ("Rocket", 32, 0, 160) CYBR E 2 CYBR F 1 A_CustomMissile ("Rocket", 32, 0, 180) CYBR E 2 CYBR F 1 A_CustomMissile ("Rocket", 32, 0, 200) CYBR E 2 CYBR F 1 A_CustomMissile ("Rocket", 32, 0, 220) CYBR E 2 CYBR F 1 A_CustomMissile ("Rocket", 32, 0, 240) CYBR E 2 CYBR F 1 A_CustomMissile ("Rocket", 32, 0, 260) CYBR E 2 CYBR F 1 A_CustomMissile ("Rocket", 32, 0, 280) CYBR E 2 CYBR F 1 A_CustomMissile ("Rocket", 32, 0, 300) CYBR E 2 CYBR F 1 A_CustomMissile ("Rocket", 32, 0, 320) CYBR E 2 CYBR F 1 A_CustomMissile ("Rocket", 32, 0, 340) CYBR E 0 A_FaceTarget CYBR F 1 A_CustomMissile ("Rocket", 32, 0, 0)//extensive rockets state CYBR F 1 A_CustomMissile ("Rocket", 32, 0, 0) CYBR F 1 A_CustomMissile ("Rocket", 32, 0, 0) CYBR F 1 A_CustomMissile ("Rocket", 32, 0, 0) CYBR F 1 A_CustomMissile ("Rocket", 32, 0, 0) CYBR F 1 A_CustomMissile ("Rocket", 32, 0, 0) CYBR F 1 A_CustomMissile ("Rocket", 32, 0, 0) CYBR F 1 A_CustomMissile ("Rocket", 32, 0, 0) CYBR F 1 A_CustomMissile ("Rocket", 32, 0, 0) CYBR F 1 A_CustomMissile ("Rocket", 32, 0, 0) CYBR F 1 A_CustomMissile ("Rocket", 32, 0, 0) CYBR F 1 A_CustomMissile ("Rocket", 32, 0, 0) CYBR F 1 A_CustomMissile ("Rocket", 32, 0, 0) CYBR F 0 A_MonsterRail //superrail and super rocket states CYBR F 0 A_MonsterRail CYBR F 0 A_MonsterRail CYBR F 0 A_MonsterRail CYBR F 0 A_MonsterRail CYBR F 0 A_CustomMissile ("Rocket", 32, 0, 0) CYBR F 0 A_CustomMissile ("Rocket", 32, 0, 0) CYBR F 0 A_CustomMissile ("Rocket", 32, 0, 0) CYBR F 0 A_CustomMissile ("Rocket", 32, 0, 0) CYBR F 0 A_CustomMissile ("Rocket", 32, 0, 0) CYBR F 0 A_CustomMissile ("Rocket", 32, 0, 0) CYBR F 0 A_CustomMissile ("Rocket", 32, 0, 0) CYBR F 0 A_CustomMissile ("Rocket", 32, 0, 0) CYBR F 0 A_CustomMissile ("Rocket", 32, 0, 0) CYBR F 0 A_CustomMissile ("Rocket", 32, 0, 0) CYBR F 0 A_CustomMissile ("Rocket", 32, 0, 0) CYBR F 0 A_CustomMissile ("Rocket", 32, 0, 0) CYBR F 0 A_CustomMissile ("Rocket", 32, 0, 0)//Tri-BFG State CYBR F 0 A_CustomMissile ("BFGBall", 32, 0, -20) CYBR F 0 A_CustomMissile ("BFGBall", 32, 0, 20) CYBR F 0 A_CustomMissile ("BFGBall", 32, 0, 0) //Mancubus Fire State CYBR F 2 A_CustomMissile ("FatShot", 32, 0, 0) CYBR E 2 CYBR F 0 A_CustomMissile ("FatShot", 32, 0, 0) CYBR F 0 A_CustomMissile ("FatShot", 32, 0, 20) CYBR F 0 A_CustomMissile ("FatShot", 32, 0, -20)//Random Plasma launch state CYBR F 1 A_CustomMissile ("PlasmaBall", 32, 0, 0) CYBR E 4 CYBR F 1 A_CustomMissile ("PlasmaBall", 32, 0, -20) CYBR E 4 CYBR F 1 A_CustomMissile ("PlasmaBall", 32, 0, 35) CYBR E 4 CYBR F 1 A_CustomMissile ("PlasmaBall", 32, 0, -80) CYBR E 4 CYBR F 1 A_CustomMissile ("PlasmaBall", 32, 0, 25) CYBR E 4 CYBR F 1 A_CustomMissile ("PlasmaBall", 32, 0, -73) CYBR E 4 CYBR F 1 A_CustomMissile ("PlasmaBall", 32, 0, 35) CYBR E 4 CYBR F 1 A_CustomMissile ("PlasmaBall", 32, 0, -80) CYBR E 10 CYBR F 1 A_SkelMissile//revanant fireball state CYBR E 5 CYBR F 1 A_SkelMissile CYBR E 5 CYBR F 1 A_SkelMissile CYBR E 5 CYBR F 1 A_SkelMissile CYBR E 5 CYBR F 1 A_SkelMissile CYBR E 20 CYBR F 1 A_CPosAttack//Chaingun attack state CYBR E 2 CYBR F 1 A_CPosAttack CYBR E 2 CYBR F 1 A_CPosAttack CYBR E 2 CYBR F 1 A_CPosAttack CYBR E 2 CYBR F 1 A_CPosAttack CYBR E 2 CYBR F 1 A_CPosAttack CYBR E 2 CYBR F 1 A_CPosAttack CYBR E 2 CYBR F 1 A_CPosAttack CYBR E 2 CYBR F 1 A_CPosAttack CYBR E 2 CYBR F 1 A_CPosAttack CYBR E 2 CYBR F 1 A_CPosAttack CYBR E 2 CYBR F 1 A_CPosAttack CYBR E 2 CYBR F 1 A_CPosAttack CYBR E 2 CYBR F 1 A_CPosAttack CYBR E 2 CYBR F 1 A_CPosAttack CYBR E 2 CYBR F 1 A_CPosAttack CYBR E 2 CYBR F 1 A_CPosAttack CYBR E 2 CYBR F 1 A_CPosAttack CYBR E 2 CYBR F 1 A_CPosAttack CYBR E 2 CYBR F 1 A_CPosAttack CYBR E 2 CYBR F 1 A_CPosAttack CYBR E 2 CYBR F 1 A_CPosAttack CYBR E 2 CYBR F 1 A_CPosAttack CYBR E 2 CYBR F 1 A_CPosAttack CYBR F 1 A_VileAttack//Player Jumping Attacks state CYBR E 20 CYBR F 1 A_VileAttack CYBR E 20 CYBR F 1 A_VileAttack CYBR E 20 CYBR F 1 A_BrainSpit//Spawning CYBR F 1 A_BrainSpit CYBR F 1 A_BrainSpit CYBR F 1 A_BrainSpit CYBR F 1 A_BrainSpit CYBR F 1 A_BrainSpit CYBR F 1 A_BrainSpit CYBR F 1 A_BrainSpit CYBR E 50 //And it FINALLY ends with a quick reloading for the cyb Goto See Melee: CYBR E 8 A_FaceTarget CYBR E 8 A_FaceTarget CYBR E 8 A_FaceTarget CYBR F 0 A_CustomMissile ("Rocket", 32, 0, -10) CYBR F 0 A_CustomMissile ("Rocket", 32, 0, -10) CYBR F 0 A_CustomMissile ("Rocket", 32, 0, -10) CYBR F 0 A_CustomMissile ("Rocket", 32, 0, -10) CYBR F 0 A_CustomMissile ("Rocket", 32, 0, -10) CYBR F 0 A_CustomMissile ("Rocket", 32, 0, -10) CYBR F 0 A_CustomMissile ("Rocket", 32, 0, -10) CYBR F 0 A_CustomMissile ("Rocket", 32, 0, -10) CYBR F 0 A_CustomMissile ("Rocket", 32, 0, -10) CYBR F 0 A_CustomMissile ("Rocket", 32, 0, -10) CYBR F 0 A_CustomMissile ("Rocket", 32, 0, -10) CYBR F 0 A_CustomMissile ("Rocket", 32, 0, -10) CYBR F 0 A_CustomMissile ("Rocket", 32, 0, -10) CYBR F 0 A_Explode CYBR E 8 Goto See Death: CYBR H 5 CYBR I 5 A_Scream CYBR J 5 A_Fall CYBR K 5 CYBR L 5 CYBR M 5 CYBR N 5 CYBR O 5 CYBR P -1 Stop } }
  11. The Nutcracker

    Starting without a pistol? (fist only?)

    I think the easiest way to make the player start without a pistol is, if your wad is for zdoom or gzdoom, in some script marke OPEN put in: Clearinventory(); Giveinventory("Fist", 1); If you do not want to do that or cannot because you are not using that port, you can always add a key cofiguration lump and put in a slot for each weapon and for the pistol put in a weapon that is not in the wad and you do not have graphics for. It should look like this: Weapons section -Insert whatever you want here- setslot 1 Fist Chainsaw setslot 2 CWeapWraithverge setslot 3 Shotgun Supershotgun setslot 4 Chaingun setslot 5 Rocketlauncher setslot 6 PlasmaRifle setslot 7 BFG9000 Please note you must include ALL of it, not just the part about slot 2. This is telling it to put in the weapon Wraithverge as the pistol. Since Wraithverge is from hexen, and your wad is not set up to read from hexen, doom will simply take out the pistol entirly. If for some reason you want to keep the pistol, then you must choose a weapon (I recomend the chainsaw) to take out. Then, using dehacked, change it to the pistol. Since you do not start with the chainsaw, you will not start with the pistol. Note you will have to change the chainsaw graphics and modify some sounds, but that should not be any trouble. However, you will need a keyconf lump also for this, only it should look lke this this time: setslot 1 Fist setslot 2 Chainsaw setslot 3 Shotgun Supershotgun setslot 4 Chaingun setslot 5 Rocketlauncher setslot 6 PlasmaRifle setslot 7 BFG9000 If you do not know haw to change the chainsaw into a pistol, add in a dehacked lump and use this code in it (after the doom version and patch stuff): Frame 70 Duration = 0 Next = 71 Frame 71 Duration = 10 [Codepter] Frame 70 = FirePistol Frame 71 = NULL Note you can also edit the chainsaw (now pistol) this way, if you should want to do so.
  12. The Nutcracker

    Help with tag 666 on E1M8

    If you want to keep the mapinfo lump and have the 666 floor lower effect (or whatever you call it), under the part about E1M8 you could add in the line as follows: baronspecial specialaction_lowerfloor
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