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It was doing exactly what you told it to do. Those end the game. To go to the next level, you need to use an Exit action, not ENDGAME or ENDNORMAL.
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You have a MAPINFO lump. I posted things which go inside a MAPINFO lump. Take a wild guess.
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Linedefs WITHIN a self-referencing sector?
Stabbey replied to FARTbob's question in Editing Questions
You're mapping for vanilla Doom format. An actual 3D bridge is for UDMF format. Self-referencing sectors emulating them (which have lines to instantly lower or raise to allow for passage above and below) are the closest thing you can do in vanilla. -
Try adding map definitions to the MAPINFO file, that's normally what it's used for. map MAP01 "Custom Map Name" { levelnum = 1 titlepatch = "CWILV00" next = "MAP02" secretnext = "MAP31" sky1 = "SKY1" cluster = 1 par = 300 music = "D_RUNNIN" } map MAP02 "Another Custom Map Name" { levelnum = 2 titlepatch = "CWILV01" next = "MAP03" secretnext = "MAP31" sky1 = "SKY1" cluster = 1 par = 600 music = "D_STALK" } Some of these options including par time are optional.
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In this case it's just a statement, giving you information on why markers exist, and why some mods might not use them.
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As the size of "0" indicates, Markers contain no data. They are primarily used to denote the boundaries of map data and the boundaries of sprites, flats, and wall textures so the engine doesn't inadvertently access things out of bounds (and crash).
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It crashed because you removed the Endmap marker. It was not there for decoration, it's there to tell the game that was the end of the first map's data. Hopefully replacing the ENDMAP marker will fix it, or, if not, hopefully you'll have a backup to restore. Most people put the map data at the top and all the other stuff after the map data. Open up other people's maps in Slade and see how they do it. The menu stuff - unlike textures and flats - does not appear to need to go between markers.
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Linedefs WITHIN a self-referencing sector?
Stabbey replied to FARTbob's question in Editing Questions
I would avoid having them touch. Just leave them free-floating 1 unit away. That shouldn't be very noticeable. -
My father loved to play a challenge mode of Wolf3D/Spear of Destiny where he played "Pistol only" on Death Incarnate skill. Except for the bosses because that would just be tedious. It was very tough being stuck with just the slow weak weapon, especially when going up against the mutants, who had no "alert" sound, so you'd never know how many there were.
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Map spot spawned monster triggers another mapspot spawned monster
Stabbey replied to Cacodoomonic's question in Editing Questions
T_BLUEKEYCARD is the official doom one, so that label isn't going to work for the custom one. You could try using "1414" instead and see if that works. I looked up this thread which may be of some small help. -
Map spot spawned monster triggers another mapspot spawned monster
Stabbey replied to Cacodoomonic's question in Editing Questions
Here, this should work. I played around and tested things, and looked up things until I got it to work. script 4 (void) { SpawnSpotFacingForced("ZombieMan", 55, 56); // Give different T_ID's so that the map spot doesn't spawn another key SetThingSpecial(56,80,5); // On thing with TID 56, run the action 80: Script Execute on Script 5 } // end script 4 script 5 (void) { Delay(15); // delay so it doesn't try to spawn inside a solid monster object Thing_SpawnNoFog(56, T_BLUEKEYCARD, 0, 0); // Spawn at location of TID 56, the blue key, with angle of 0 and assign a TID of 0 (N/A) to the spawned thing } -
Linedefs WITHIN a self-referencing sector?
Stabbey replied to FARTbob's question in Editing Questions
If you just want the textures to simulate the appearance of a bridge in mid-air, Jading Tsumani's solution is the most pragmatic. Just leave some small gaps between sectors and place the linedefs between them. Players can't pass through anything smaller than 32 mu, and lines which are 1 mu away will be indistinguishable to the player. -
Map spot spawned monster triggers another mapspot spawned monster
Stabbey replied to Cacodoomonic's question in Editing Questions
You don't, because SetLineSpecial sets specials on a Line. It's right there in the name. Spawned enemies are Things. You want to use SetThingSpecial. To have a monster execute a script when it's killed, give it a tag, the action 80: Execute Script with the script number as the parameter, and the script will execute once the monster is killed. If you want it to only execute after all enemies with that tag are killed, I think you have to check for the ThingCount of that tag so it executes once that's zero. I don't remember that syntax offhand. EDIT: This should help: script 12 (void) { if(ThingCount(T_NONE,34)==0) { // 34 is the tag you assign to the enemies. //Code to do your script action goes here } } -
In UDB, enter Automap mode (an icon on the left bar) and see what shows up in purple.
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How to make a 2 way Teleporter in "GZDoom: Doom 2 (UDMF))"
Stabbey replied to fdai's question in Editing Questions
I seriously doubt you've looked through countless tutorials. Teleport lindefs only work when crossed from the front (the little tick mark on the line). On the linedef you want to teleport the player when they cross: In the "Action" box, you want Action 70: Teleport In the Target Sector Tag box, select the number of the tag you have in the sector you want to teleport to. In the "Activation" box, check "Repeatable Action," "When player walks over," and "When monster walks over." In the sector you want to teleport to: Give this sector a tag. Place a teleport destination Thing in the sector, facing the direction you want the player to be facing when they arrive. Repeat the process on the other side, using a different Tag for the other sector. Player crosses a teleport line tagged to, say 13 and appears in the sector tagged 13. Player gets off, then enters the teleport they just left and crosses the teleport line tagged to, let's say, 14 and appears on the pad they first entered, which has been tagged 14.