Jump to content

Kan3

Members
  • Posts

    790
  • Joined

  • Last visited

About Kan3

  • Rank
    Forum Regular
    Forum Regular

Recent Profile Visitors

5417 profile views
  1. I could finally get back to work on some sprites and finish the walking animation (front) for the undog Also, I'm going to finish rotations (one day...) for this "beauty"
  2. The look of this thing is just great :D I don't even know how you managed to make it so spot on
  3. Going live in a moment with more of the hispanic community project :D

    Brothers know how to map!

     

    Kan3V

  4. Attempting to level up the zombie dog of the previous page
  5. Usually, when you try to play a sound you have to use the logical name and not the lump name, so in your case: PlaySound(34, "world/dooropen"); The use of "world" is pointless in this situation (unless you're just using it to better organize your file) because you're not defining it as an ambient sound.
  6. Yeah, unfortunately to have the "whole package" you have to use the Hexen class system and let the player choose a class before starting a game. Otherwise using a morphing powerup, although that is not a real class change.
  7. Why not? Of course you can define States for players, you just need to make a new player class and that's it, unless you mean something else
  8. It has to set the sprite every tic because they're not changing the player class states, but, if you do like in this example, setting every sprite name of every frame to #### will tell the engine to keep the last sprite index used, resulting in a permanent sprite switch.
  9. Yeah, well, it doesn't work because nothing in it actually makes sense D: script 1 (void) { int i; int roomTID; roomTID = FindActor("20"); //There's no ACS function called FindActor() if (roomTID != 0) { for (i = 0; i < 8; i++) //You're initializing a loop with int i but then you never use it { if (ThingCountName("4") > 0) //You're using ThingCountName wrong { int monsterTID = ActivatorTID(); if (monsterTID != 0) { Teleport(0, monsterTID, roomTID); //You're using Teleport wrong } } } } Door_Open(2, 16, 1); Door_Open(3, 16, 1); Door_Open(4, 16, 1); } https://zdoom.org/wiki/ThingCountName https://zdoom.org/wiki/Teleport
  10. A bit of a darker realm you're delving here x) Anyhow, there's no need of cvars, you only need global arrays and player numbers I believe something like this should work: global int 0: yvar[]; //our global array that you will be able to access from every map (you should be able to set it up in any map script, without having to make a ACS lump in your pk3) script "DoStuff" (void) { //it lets every single player to have its own variable that it will be stored in the global array and will be accessed depending on the player who activates the script based on his number, which differs from player to player yvar[PlayerNumber()]++; int x = yvar[PlayerNumber()]*25 + 100; etc.. I don't think you'll need anything else actually, but maybe you'll need to first define a value for the array variables with something like this: script "VarSetup" ENTER { yvar[PlayerNumber()] = 0; }
  11. If that first part is not inside of a loop, but you're calling the script multiple times, then the value of y keeps on resetting. To solve this you can just define the integer outside of the script instead. int y; script "DoStuff" (void) { y++; int x = y*25 + 100; etc...
  12. To call for the death sound you will need to call for A_Scream since your actor is not a projectile. Same goes for the other one, since your actor is not a projectile spawned by something, it won't play the sound in the spawn state, nor it will play it in the see state because it is not a monster (I don't actually think it will ever be able to get to the see state at all). So here you need to call for A_StartSound once and check for players in other means or make the actor an immovable monster like thing.
  13. With event handlers you should be able to do all of this, even though it is not an easy task
  14. This is mine x) Made it for my megawad Declared New Apocalypse Never released this angelic puppy alone, but here's all of the sprites It's a simple rework of the standard MBF helper dog to make it more zombie-plagued like. I think it still needs some adjustment here and there, maybe I'll try to polish it a bit one day
×
×
  • Create New...