BjoernSimonsen Posted February 16 Hello. I am making some of the biggest map for zdoom using doom builder 2 (Im unsure to use gzdoom builder, because if i do, all sprite actions etc will not match anymore, and also the graphic will be different, and many text / ambient sounds will stop working). I place 2 computer maps in my map, and wish to make, when i pick up first computer map, it shows full map, when activating the map (so it works just by pick up without a script). But when i pick up the second computer map, it also shows enemies and items when activating the map. I dont know it is possible to make that with a script? 0 Quote Share this post Link to post
Stabbey Posted February 16 You probably want to replace the computer map with a decorate object which inherits from and replaces the computer map. I think in some ports you can only have one map, but there's probably some way to change the flag to allow it to be picked up twice. You want some kind of global counter which starts at 0 and increases with each map picked up so that when the counter hits two, the script does the things. I don't know how to show enemies and items on the map, but I imagine that it's likely possible with scripting. I would still recommend using Ultimate Doom Builder because DB2 is really old and out of date. 0 Quote Share this post Link to post
BjoernSimonsen Posted February 16 Thanks for answer. I was search a lots if it was possible to add cheats in script. Know that typing "iddt" will show full map (But maybe also hidden lines etc), and type it second times, it will shows enemies on the map. I use script a lots, but still there are many things i still need to learn by scripting. Also i use slade, and soundinfo. But i dont know so much about the other stuffs in slade like making new weapons, textures and sprites. I was hope to find a "bind" command with "tab" (That activate the map). Even i have never tried using "bind" in a script before. 0 Quote Share this post Link to post
Stabbey Posted February 16 Is there some reason why you want to force the map screen to turn on? Is the second map in some special place like a "security office" so the enemies/items only show up when in that location? If there isn't anything special like that, I wouldn't bother trying to make the map appear. "Bind" doesn't sound like the right command to show a map anyway, that just binds a key to perform that action when pressed, it does not activate the key-press. 0 Quote Share this post Link to post
BjoernSimonsen Posted February 16 The reason is just to make so much fun in the map as possible. And it will be a nice thing, creating a map and place more computer maps, where it can "upgrade" the map to show more, the more computer maps i pick up. But if it not possible or its too complicated to create that, i may maybe rethink to make something else. Also i create a place, where after some times the place will become dark (All sectors in that place will change lights to 0) And it is only possible to see the sky texture, but not possible to see where i walk. And then need to use map to see that. I make a good challenge. At that place i create after pick up a light amp (It didnt light the sectors up) but used a script after pick it up, to make light for 15 long seconds, with a count down on the screen, before it gets dark again. But it will be fun if i later could see enemies on the map also. I also think not to make so much script to the map, when my scripts are over 11000 phrases. It contains about 20 songs (I self created with FL Studio) and the wad file is over 180 mb. 0 Quote Share this post Link to post
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