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About milo

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  1. milo

    Mirror Mirror on the Wall

    You could probably rig something up with silent teleport lines right in front of the mirror. 33 units sounds about right. Instead of having the mirror be a door that opens, it would end up looking more like a portal that you walk through.
  2. milo

    First map

    I've run out of ideas for my current project, so I thought I'd post up the first map that I actually completed and see what people think. It's rather short. Nothing spectacular, but I hope it at least keeps you on your toes. My intention while making this was to get familiar with how to create simple Doom constructs - doors, switches, stairs, and the like. I got a little enthusiastic with the secrets, I think. C&C appreciated. http://www.box.net/shared/yrzd17bg01 Some screenshots: http://i135.photobucket.com/albums/q152/milo896/Other/Screenshot_Doom_20080821_023258.png http://i135.photobucket.com/albums/q152/milo896/Other/Screenshot_Doom_20080821_023411.png http://i135.photobucket.com/albums/q152/milo896/Other/Screenshot_Doom_20080821_023751.png http://i135.photobucket.com/albums/q152/milo896/Other/Screenshot_Doom_20080821_023900.png http://i135.photobucket.com/albums/q152/milo896/Other/Screenshot_Doom_20080821_024021.png
  3. milo

    Trouble with Sector_SetLink

    That did the trick, thanks!
  4. Hello. I've got a 3d lift in one part of my level that consists of multiple sectors, some of which need to have different tags. I'm trying to get them all to move together properly. I found Sector_SetLink on the wiki, and even figured out how to make it work (lol). My problem is that Doom Builder won't compile my script now, saying that the function ("Sector_SetLink," specifically) is used but not defined. I have ACC 1.46 (latest, as far as I know). This map is for GZDoom, if that affects anything. Any help is appreciated.
  5. milo

    Repeating mid texture

    Ahh, that's the one. Thank you.
  6. milo

    Repeating mid texture

    I remember seeing an ACS command on the wiki that allows you to repeat the mid texture on a line if the texture isn't tall enough. I can't remember what it's called though. Can anyone point me in the right direction? Thanks in advance.
  7. milo

    Odd sound issue

    I downloaded the Trite from the Realm 667 Beastiary, and discovered that is uses the Mancubus's attack sound. I've found a suitable replacement sound (it's a .wav) and switched it with the one in the wad. Here's my problem: when the Trite attacks, the sound goes into a loop and won't stop playing, even stopping after the Trite's dead. I haven't made any changes other than switching the attack sound. I don't know much about sound files. What could be causing this odd behavior? How can I fix it? Thanks in advance. [edit] Never mind... all it took was some fiddling.
  8. milo

    TERRAIN question

    Alrighty, it's fixed now. Thanks for your help.
  9. milo

    TERRAIN question

    Aha, that solution works quite nicely, thanks. I have one last question on this subject. It seems that the little specs of blood spawned when a monster is hit by a hitscan weapon are also causing noise as they fall into a liquid. I've looked all around on the wiki, and for the life of me, I can't find what they're called. Can anyone tell me? I'm using ZDoom version I haven't checked for updates in a while, so it wouldn't surprise me if there is a newer version.
  10. milo

    TERRAIN question

    Hmm... that sounds workable, but how exactly would I go about that? I'm still rather inexperienced with DooM editing. I understand the basics of DECORATE, and how to create slightly altered versions of objects and monsters using inheritance. Is that how you're suggesting I change the mass? If so, how would I get the SSG (and other weapons) to use the modified bulletpuffs, instead of the regular ones? That bit is a little beyond me. Same applies to the solution using the +dontsplash flag. I understand what you're saying, just not quite how to apply it.
  11. milo

    TERRAIN question

    I have a question related to the TERRAIN lump. I figured that I'd try something a little fancier with the WAD I'm working on, and add some splash sounds for water, toxic waste, and the like. That part works fine, but I've discovered an annoying side-effect. It seems that the sound is also triggered when any projectile happens to hit the surface of the liquid in question. Running around with the SSG can be particularly annoying due to the pellet spread. Seems that four or five always seem to hit the surface of the liquid and trigger the splash sound at 4x the regular volume. My question is this: can I restrict the sound to only play when the player hits the surface of a liquid? Thanks in advance.
  12. milo


    Ahh, ok, that did it. Thanks!
  13. milo


    I've got another script-ish question. I'm trying to use Transfer_Heights and Sector_SetFriction to create the feeling of wading through toxic sludge. Transfer_Heights works perfectly, but I can't seem to set the friction properly. I've tried using it on several different lines (with an amount of 0) and using it directly in a script (with amounts varying from 2 to 150). If I put it on a line, there is no friction whatsoever. When used in the script, it's like trying to wade through concrete. I'm looking for the happy medium - can anyone tell me how to find it? Thanks in advance.
  14. milo

    Another scriping question

    After watching what happens to the player in map mode, the answer was obvious. I had the wrong value entered, as you pointed out Isle. Fixed, and thanks!
  15. I'm trying to use ThrustThing to launch the player in a specific direction. My problem is that the direction that the player is launched in seems to depend on where the player is facing. I want to launch the player to the east, no matter where (s)he is facing. Is there a way to do this?