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Skunkbear

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About Skunkbear

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  1. Hello All, I was just wondering if there's an easy way to limit the amount of Lost Souls that any individual Pain Elemental can have spawned and active at any given time (e.g. if the limit was 3 and a Pain Elemental had spawned 3 which were still alive, then it wouldn't be able to spawn any more until at least one was killed)? I can't seen to find any info about this on the Zdoom Wiki or old forum posts apart from ones talking about the original Vanilla limit of 21 Lost Souls total for the entire map. Thanks in advance.
  2. Thanks, I managed to get it working (roughly) using the A_Tracer() method. Only problem is it homes a little bit less than I'd originally wanted, and doesn't seem to emit as much puff smoke. I'd tried doing this yesterday but turns out I'd completely forgotten to actually replace the relevant actor in my MAPINFO lump. For anyone else looking to do something similar, the actor definition I used is as follows: ACTOR NewRevenantTracer : RevenantTracer 9491 { Radius 11 Height 8 Speed 10 Damage 10 Projectile +SEEKERMISSILE SeeSound "skeleton/attack" DeathSound "skeleton/tracex" RenderStyle Add States { Spawn: FATB AB 3 Bright A_Tracer Loop Death: FBXP A 8 Bright FBXP B 6 Bright FBXP C 4 Bright Stop } }
  3. Yes, this is for GZDoom (have edited my post).
  4. Hello All, Is there an easy way to reduce the tracking/homing amount of a revenant's missile? Ideally, I'm looking to make Revenants fire a homing missile every single time (rather than 50%), but with only half the homing amount, so they're easier to dodge. I've tried redefining the Revenant Tracer actor in Slade but it doesn't seem to be having any effect. I'd be grateful if someone could show me the correct code/ACS to do this. This is for GZDoom. Thanks in advance.
  5. The ClearLineSpecial worked like a charm. Thanks everyone!
  6. Hello All, So I'm trying to make a switch which requires both the red and blue key (script at the bottom) to activate, however, if I have the switch set to activate once, then when I try and use it without the keys it prints the message, plays a noise, changes texture, and then can't be interacted with again. If I have it set to repeatable, then the floors and ceilings keep moving on repeated presses which I don't want either. Is there a simple way to change the code below to make it so that the switch doesn't activate at all until both keys are obtained (apart from printing the message)? I've tried a few different variations such as reversing the script so that the actual actions happen in the 'else' statement, or trying to terminate the script once the switch has successfully been used but nothing seems to be working. Thanks in advance. script 12 (void) { if (CheckInventory("RedCard") && CheckInventory("BlueCard")) { Floor_LowerByValue(57,16,128); Ceiling_RaiseByValue(58,16,128); } else Print(s:"You need both the red and blue keys."); }
  7. Hi All, I started making a megawad a while back but sort of lost motivation and haven't touched it in several months. I'm thinking about starting it up again so would be grateful for any feedback/suggestions/observations etc for the first map I made for it (link below). It still needs finishing touches in terms of decorations and tweaks etc, and it was meant to be the first map of a 12-level wad so is fairly basic and easy (especially compared to a lot of the other maps around here). It requires GZDoom and the Doom 2 IWAD (no jumping/crouching/fancy stuff intended). https://drive.google.com/file/d/1kuaLvWbCDF42MIBZhzFO5wqClSHPUZww/view?usp=share_link I should probably mention that I modified the pistol to make it slightly stronger than it was in the original game. There's also a sneak peek at the beginning of the second level. Thanks in advance!
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