rabidrage
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Thanks. Yeah, it turns out that until I went beyond +NOTARGET, someone was going to target it, either friendly monsters or unfriendly monsters. To make no one target it required something more heavy-handed.
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Yes, I understood you the first time. I did finally get it to work, but I had to use +NEVERTARGET. And it might only be working in conjunction with -ISMONSTER, among other flags. I don't want to mess with it now that I've got what I want. Thanks for the help.
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That doesn't seem to do it. I've been testing it with friendly monsters, since they stand still. I don't think that's the problem, however. Just can't pin it down!
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Wow. More complex than I expected. Thank you! This looks like ZScript. Does this translate easily to Decorate? Got it working in Decorate--woohoo! Now the question is...how do I stop monsters from targeting the barrel after they take damage from it? I just had an Imp suicide.
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My latest hare-brained scheme is to make a custom barrel that sprays acid when it's hit. It has more health than a regular barrel, so it can do this a few times before it pops. The problem I've run into is that I want the acid to come out in a random direction. I don't seem able to achieve this with A_CustomMissile. Is there a way to accomplish this?
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Is there a way to confirm that it's working after I've started the game? I don't know if doing this will make it appear in the menu, or if the menu will display something else. Not to mention if I change it in the menu and it affects the lighting, how would I force it back?
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Fantastic. Thank you! Legacy was the first source port I played and I used it for a long time, so it makes me all kinds of nostalgic to use that light mode.
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I want to use Legacy light mode in my GZDoom mod, and force it in mapinfo. Do I have to attach it to every map, or can I enter it once and be done with it? A cursory experiment seems to work, though I can still make subtle changes by fooling around with the menu once the game is running. None of the menu options are Legacy mode, however. What exactly is going on there?
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I never have that on, and I've double-checked since this has been an issue. I might have to get DarkDoomZ specifically to see if it's different from what I'm currently using. It's not that it doesn't work at all, but it's kinda nerfed because universal fog seems to brighten things, especially in the distance.
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I've used a couple different fog mods alongside DarkDoom, and it seems that DarkDoom is sort of canceled out by fog? I'd be interested to know more about how fog interacts with GZDoom's lighting system and see if I can make these two things harmonize better. Does anybody here happen to know anything about this?
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...in the Doom engine?
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If doom 2 had more weapons discussion
rabidrage replied to Johnny Cruelty's topic in Doom General Discussion
People Dehacked in flamethrowers with limited range, which is pretty cool. Give one higher damage than the Plasma Rifle and we're in business. I use the regular shotgun in lots of cases wherevother people use the SSG. The SSG frustrates me. If you miss a shot (I know,how, but it happens), you have to wait to adjust and finish the job. Plus, you can't optimize each shot to use both shells effectively all the time. So I'd be happy to swap the SSG out and put the flamethrower in. Unpopular opinion. -
I like your way of putting things into perspective and I think you're most likely right. Doom 64 was not a Quake killer or competitor for sure. Did that perhaps have anything to do with the fact that it was only available on N64? I was the only one among my friends who had one at the time.
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Make actor spawn item based on player inventory
rabidrage replied to rabidrage's topic in Doom Editing Help
I think that sums up my confusion as well. I wanted to use A_Look, but I wanted the actor to behave as though it had spawned that way (with the expected item spawned on top of it). So then it became a question of having it see the player before the player sees it, and I know LookAllAround is good for that, but you still have to have line of sight... ...perhaps I overthought the whole thing. -
Anybody know how to, say, shift menu stuff over? I've built a custom menu from various mods, and when I get to the skill menu, the cursor kinda overlaps the menu options. I can still read them and move to select between them, but I'd like to perfect what I've got.