Cutstuff Forum

Mega Man 8-bit Deathmatch => Help & Editing => Topic started by: Messatsu on January 21, 2011, 01:01:12 AM

Title: How do "I" do THAT in Doom Builder?
Post by: Messatsu on January 21, 2011, 01:01:12 AM
.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: RenegadeX5 on January 21, 2011, 01:35:19 AM
I'd suggest looking at Centaur-Man's map. Other than that I have no idea. Maybe set up a box where it's set to low gravity where ya WANT low gravity and just make a 'phantom wall' with water settings?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Messatsu on January 21, 2011, 02:28:03 AM
Sorry, I should clarify the subject.

This is for people to provide answers to common(ish) questions.  I've gotten asked the question of how to do underwater before and rather than say "go look at ice man's level", I can make a small map with only the underwater element and say look at this instead.  It's much easier to play around with something if that's the only item in a map.  The link I provided is the ANSWER for the question posed.  I will adjust my first post to reflect this.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Kshakas on January 21, 2011, 07:41:36 PM
Excellent idea Messatsu.
So how do you make conveyor belts..i think its called, having a mind melt atm.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Max on January 21, 2011, 07:43:03 PM
Quote from: "Kshakas"
Excellent idea Messatsu.
So how do you make conveyor belts..i think its called, having a mind melt atm.

Special properties, Carry strong in the direction you need.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Messatsu on January 21, 2011, 10:30:08 PM
Quote from: "Kshakas"
Excellent idea Messatsu.
So how do you make conveyor belts..i think its called, having a mind melt atm.
Here's how Metal Man does it.

http://www.mediafire.com/?btdkh3tw3f332wy
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Kshakas on January 22, 2011, 01:12:25 AM
Very nice, next question  :D how does one make mirrors, like the one in dr lights lab.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Messatsu on January 22, 2011, 05:01:06 AM
Mirrors are just a linedef action.  Only restriction is that they MUST be on a single sided linedef.

http://www.mediafire.com/?529rnr9oo33b22s
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Galaxy Sisbro on January 22, 2011, 04:41:04 PM
Whao, good thread Messatsu!!!
I have one But a very difficult question:

How i can do 2 floors? Like Ivory Map ICTF03, or sniper Joe challenge. And also: How i can do translucid Floors?

And thanks for the maps, now i have more inspiration for new maps.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Messatsu on January 22, 2011, 10:59:37 PM
Alrighty, I can show the transparent floors.  The two story trick is basically the exact same thing, but just implemented differently. (As far as I can tell.  Anyone can correct me if I'm wrong as this is the first time I've seen it.)

http://www.mediafire.com/?ekn3khebprgb6rx
Title: Re: How do "I" do THAT in Doom Builder?
Post by: SickSadWorld on January 23, 2011, 01:23:05 AM
How do I make sector-above-sector that allows free interaction between the upper and lower sectors!
Title: Re: How do "I" do THAT in Doom Builder?
Post by: TERRORsphere on January 23, 2011, 01:47:14 AM
Impossible unless you do weird shit with teleports.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: MagnetMan497 on January 23, 2011, 02:35:42 AM
How do I make a curved sector?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Messatsu on January 23, 2011, 03:51:49 AM
This can't really be demonstrated in a map.  There's a function in Doom Builder called Curve Linedef.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: TERRORsphere on January 23, 2011, 03:52:08 AM
(click to show/hide)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Kshakas on January 23, 2011, 08:20:55 AM
Quote
How do I make sector-above-sector that allows free interaction between the upper and lower sectors!

isn't it possible to just use a lot of bridge things, and have dummy floors, it would achieve the same effect at least.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Ivory on January 23, 2011, 09:57:05 AM
Just, stop while your ahead. Believe me. While you can simulate Upper and Lower Sectors, there's about dozen + ways it could go horribly wrong.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: TERRORsphere on January 23, 2011, 02:48:44 PM
Quote from: "Ivory"
Just, stop while your ahead. Believe me. While you can simulate Upper and Lower Sectors, there's about dozen + ways it could go horribly wrong.
THE HOM'S OHH GOD THE HOM'S!!!!!
Title: Re: How do "I" do THAT in Doom Builder?
Post by: MagnetMan497 on January 23, 2011, 06:46:28 PM
Quote from: "DoomThroughDoom"
(click to show/hide)
Well derp. I keep clicking that thing and it won't curve my sectors.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: TERRORsphere on January 23, 2011, 07:26:05 PM
You curve lines with it.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Kshakas on January 24, 2011, 04:56:36 PM
Wave bikes, how? :S if its to complicated to explain, i do understand.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Messatsu on January 25, 2011, 06:39:04 PM
Wave Bikes

http://www.mediafire.com/?gahfgdg7xs84u42
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Kshakas on January 30, 2011, 06:17:18 PM
I have tried a few ways but my brain is stupid, im trying to make a pressure sensitive plate, that raises a floor, but the instant you step off it drops down again.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: CHAOS_FANTAZY on February 01, 2011, 10:15:35 PM
I'm trying to add Quick Beam Shooters to my stage, but I can't figure out how to make them shoot.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: arkman on February 01, 2011, 10:37:50 PM
i was trying to make a tutorial styled map.

How do I get the mm8bdm enemies (mets) into it. I couldn't find them in the decorate folder.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Messatsu on February 03, 2011, 08:44:15 PM
Quote from: "CHAOS_FANTAZY"
I'm trying to add Quick Beam Shooters to my stage, but I can't figure out how to make them shoot.
Quick Beam Example:

http://www.mediafire.com/?t5qpxr8352b9sdp
Take note of the script and the tags.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: KillerChair on February 03, 2011, 11:27:37 PM
Ive tried to make slippery floor's work but when i open flahsman/blizzardman's maps the script is completely empty. Any help?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: ice on February 03, 2011, 11:38:44 PM
the script isnt in the doom builder, its a script in the mm8bdm pk3, just change the special to 79 under effects and it should work

I also have one, how do you make "things", for the life of me I cant get custom things to work

all I need is an example for spikes like in bubbleman, and a simple 1 sprite thing (maby a cardboard box)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: TERRORsphere on February 04, 2011, 12:54:35 AM
Quote from: "KillerChair"
Ive tried to make slippery floor's work but when i open flahsman/blizzardman's maps the script is completely empty. Any help?
It's not a script. It's a sector property. Check the maps out with the sector tool.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Messatsu on February 04, 2011, 02:55:35 AM
Quote from: "KillerChair"
Ive tried to make slippery floor's work but when i open flahsman/blizzardman's maps the script is completely empty. Any help?

Flash man in particular is a tricky one.  The code is compiled I believe which is why it doesn't appear like there is any when you hit F10 yet the sectors are all tagged.

The script you are looking for is this

Sector_SetFriction(X, 152);

Where X is the number of the sector and 152 is the friction amount used in Flash Man's stage.

More info on that here
http://www.cutstuff.net/forum/viewtopic.php?f=27&t=1854

Not sure on blizzard man, but I think it's probably similar.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: ficarra1002 on February 07, 2011, 02:44:08 PM
Quote from: "ice"
the script isnt in the doom builder, its a script in the mm8bdm pk3, just change the special to 79 under effects and it should work

I also have one, how do you make "things", for the life of me I cant get custom things to work

all I need is an example for spikes like in bubbleman, and a simple 1 sprite thing (maby a cardboard box)

Under decorate, look for the spike/spiny you want. Place it. Under item properties, make sure the angle is set to 0
Title: Re: How do "I" do THAT in Doom Builder?
Post by: arkman on March 17, 2011, 01:17:01 AM
BUMP

How do I make teleporters. nvm figured it out myself.
(What is a good ceiling texture that isn't sky?)

How do I add Mets, I can't find them in decorate.

can there be an instant death pit that affects monsters or is that attribute set up in the monster itself.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: arkman on March 19, 2011, 03:18:59 AM
REbumping.

How do I make a "endpoint" for a single player level.

I can't find the function in with the other actions. :?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: TERRORsphere on March 19, 2011, 03:23:17 AM
end normal.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: arkman on March 19, 2011, 05:08:14 PM
Not the most helpful response, but thanks.

It is also called Exit_Normal on the ZDoom Wiki or just action 243.

any help with my other questions?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Dialer Bourne on March 23, 2011, 02:28:30 PM
I needs to know how to make a skybox and doors.  Also, I would like to know how to make teleports.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: BiscuitSlash on March 23, 2011, 08:29:54 PM
Skybox tutorial here:
http://cutstuff.net/forum/viewtopic.php?f=6&t=1673
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Dialer Bourne on March 24, 2011, 04:08:26 PM
Quote from: "Michael712"
Skybox tutorial here:
http://cutstuff.net/forum/viewtopic.php?f=6&t=1673

Thanks!  Anyone got anything for the rest?  Actually I think I can figure out teleports myself.  So... something for doors?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: TERRORsphere on March 24, 2011, 05:54:52 PM
Quote from: "Dialer Bourne"
Quote from: "Michael712"
Skybox tutorial here:
http://cutstuff.net/forum/viewtopic.php?f=6&t=1673

Thanks!  Anyone got anything for the rest?  Actually I think I can figure out teleports myself.  So... something for doors?
I'll make a topic + video for that by tomorrow.

OR you can look on youtube.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: BiscuitSlash on April 01, 2011, 03:58:18 PM
Couldn't see this on the search and I think it would be best to look at a tutorial map dedicated to it....

How do I add water like in Iceman's/Geminiman's map?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Mr. X on April 01, 2011, 11:10:49 PM
Check out the first post.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: BiscuitSlash on April 02, 2011, 10:51:15 AM
Sorry about that, didn't realize. Feel free to delete my post (including this)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: SickSadWorld on April 03, 2011, 08:58:05 AM
How do I do:


Reflective floors like this

(click to show/hide)



These weird sectors where the middle floor is invisible in software but look like sector above sector in OpenGL

(click to show/hide)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: TERRORsphere on April 03, 2011, 09:36:17 AM
Quote from: "SickSadWorld"
These weird sectors where the middle floor is invisible in software but look like sector above sector in OpenGL

(click to show/hide)
Not for long :)
http://www.skulltag.com/forum/viewtopic.php?f=3&t=24859 (http://www.skulltag.com/forum/viewtopic.php?f=3&t=24859)

Anyway here's the tutorial for that:
http://www.skulltag.com/forum/viewtopic ... 43&t=20622 (http://www.skulltag.com/forum/viewtopic.php?f=43&t=20622)
However, sloped 3D floors don't work in software.

Reflective flats are easy:
http://zdoom.org/wiki/Sector_SetPlaneReflection (http://zdoom.org/wiki/Sector_SetPlaneReflection)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: BiscuitSlash on April 03, 2011, 11:23:55 AM
Dust crushers, but making it so that they crush when a player enters a sector?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hallan Parva on April 05, 2011, 05:30:59 PM
Okay I'm cheating, it's not really a Doom Builder question but whatever.

I'd like to know how to make classes. Don't just say "lol look at Mega Man", because I really have NO IDEA how Doom coding works. Assume that I'm a total n00b and have none of the programs needed to open .wads/.pk3s, and also assume I have all the sprites and/or custom weapons ready and saved in an available location.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: TERRORsphere on April 05, 2011, 07:07:04 PM
Quote from: "SmashBroPlusB"
Assume that I'm a total n00b and have none of the programs needed to open .wads/.pk3s,
Rename them to .zip then you can open them with Windows Explorer.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: BiscuitSlash on April 05, 2011, 07:12:29 PM
Quote from: "SmashBroPlusB"
Okay I'm cheating, it's not really a Doom Builder question but whatever.

I'd like to know how to make classes. Don't just say "lol look at Mega Man", because I really have NO IDEA how Doom coding works. Assume that I'm a total n00b and have none of the programs needed to open .wads/.pk3s, and also assume I have all the sprites and/or custom weapons ready and saved in an available location.
Best use SlumpEd IMO. That's what I always use to do stuff like special map things and skins (and classes, but I haven't done those yet).
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Korby on April 05, 2011, 08:14:03 PM
There's a template file contained in the classes .pk3.

However, to really make a class special, you need to give them weapons, which you need to code.

For that, I direct you to Mike's Weapon Template. Also, yeah, I use SlumpED, and I think Mike does too, but Slade 3 is apparently a better choice(?).
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Ivory on April 05, 2011, 08:17:25 PM
Slade3 is superior in every way to slumped. Slumped is only still used due to familiarity. In time Slade3 will be obsoleting slumped in that regard too.

I suggest using Slade3 over Slumped myself.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hallan Parva on April 05, 2011, 09:17:30 PM
They still work in (nearly) the same way, right? I don't want to be using Slade and everyone tells me how to do something in SlumpEd because nearly everybody still uses SlumpEd.

Also, thanks for the tip about that template Korby! You never fail to disappoint!
Title: Re: How do "I" do THAT in Doom Builder?
Post by: BiscuitSlash on April 06, 2011, 07:38:38 PM
Is there also a way to make invisible wall that you cannot pass but still hold things like vbuoys? I want to put them on top of water without a visible tower thing underneath them.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: TERRORsphere on April 06, 2011, 10:11:39 PM
...
Make a line and make it impassable.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: SickSadWorld on April 07, 2011, 03:06:22 AM
I've gotten a lot of help here and no one answered this so I can try to give back to the community.

Quote from: "Michael712"
Dust crushers, but making it so that they crush when a player enters a sector?

Here's an example of my interpretation of what you described that uses

http://wadhost.fathax.com/files/DUST.zip (http://wadhost.fathax.com/files/DUST.zip)

Code: [Select]
mapcode dust

(click to show/hide)

It might be a bit over-designed for a simple demonstration but I guess I got carried away.

The key feature of this model that addresses your question directly is using
http://zdoom.org/wiki/Ceiling_CrushRaiseAndStay (http://zdoom.org/wiki/Ceiling_CrushRaiseAndStay)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: BiscuitSlash on April 07, 2011, 07:48:42 PM
Thank you SSW! That tutorial really helped! :D

Quote from: "Michael712"
Is there also a way to make invisible wall that you cannot pass but still hold things like vbuoys? I want to put them on top of water without a visible tower thing underneath them.
I made a mistake in what I said, but here is the situation:
(click to show/hide)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: ficarra1002 on April 07, 2011, 09:14:51 PM
Quote from: "Michael712"
Stuff
Why don't you want them passable? If the buoy are on top of the water, why would they block your path?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: arkman on April 07, 2011, 09:46:33 PM
Quote from: "Michael712"
Is there also a way to make invisible wall that you cannot

That is what he wants to know.

and I don't think that is possible, as that would basically be a floor over another floor which is the bane of doom stages.

Try looking at Bridges, there is another tutorial for that either in this forum or in another forum for the same purpose.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: SickSadWorld on April 08, 2011, 03:10:20 AM
Quote from: "Michael712"
Is there also a way to make invisible wall that you cannot pass but still hold things like vbuoys? I want to put them on top of water without a visible tower thing underneath them.


Hm, the way I'd approach this problem is to probably use DECORATE somehow

Some possibilities

I don't think it's a good idea to make invisible sectors that impede motion. Maybe someone else has input?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: TERRORsphere on April 08, 2011, 04:04:46 AM
It's possible to make them invisible, but it's hard to explain... It's do with messing around with sectors and linedefs...

Make a sector, Make another one around it (It help's if it's thin so it's unnoticeable)
Take a note of the number of the inner sector...
Make both sides of the lines the belong to the same sector (it should be the number of it)
Repeat that again for the outer one.

Stairs are done in the same way, they can be quite confusing.

If you're all having trouble with this, I'll make another video.

Download here:

http://www.sendspace.com/file/9nmt6u (http://www.sendspace.com/file/9nmt6u)


(http://img607.imageshack.us/img607/374/screenshotdoom201104080.png)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: ficarra1002 on April 08, 2011, 12:59:46 PM
Quote from: "SickSadWorld"
    Inherit from the buoy actor and give it +NOGRAVITY, then set its z-height in doom builder

That's the best way to do it.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: SickSadWorld on April 08, 2011, 01:05:25 PM
Quote from: "ficarra1002"
Quote from: "SickSadWorld"
    [*] Inherit from the buoy actor and give it +NOGRAVITY, then set its z-height in doom builder
That's the best way to do it.

Ah, but the topic is named "How do I do that in DOOM BUILDER"?

DTD's technically fits that description better and I find his method quite amusing. The DECORATE method might be simpler to some, but it doesn't use doom builder so it's kind of off topic I guess (lol)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: BiscuitSlash on April 08, 2011, 07:02:15 PM
It is a bit too confusing for me at the moment I'm afraid. Well need the video  :( sorry to annoy you
Title: Re: How do "I" do THAT in Doom Builder?
Post by: TERRORsphere on April 08, 2011, 11:09:50 PM
k
I'll start work on it.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Darkseed on April 22, 2011, 09:30:29 PM
How do i make a normal wall but make it walk-through? i want to add a secret roo but i cant walk through it! unpassable is unchecked!
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Darkseed on May 11, 2011, 09:50:35 PM
God im needy...

How do i add CopShowGuys' MM9 And MM10 Tilesets to Doombuilder 2?

or if some one can give me a wad with it so db2 can read it.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: LlamaHombre on May 12, 2011, 12:50:47 AM
How do you do the "falling" effect with the teleporters in Ice Man's stage?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Korby on May 12, 2011, 02:34:10 AM
I think they're just teleporters.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: BiscuitSlash on May 12, 2011, 04:04:48 PM
Basically silent teleporters.

Here is how it works: http://www.mediafire.com/?4qm621m3avr5tgd (http://www.mediafire.com/?4qm621m3avr5tgd)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Darkseed on May 12, 2011, 10:45:29 PM
can someone please help me with my question?

(click to show/hide)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: ficarra1002 on May 12, 2011, 11:34:22 PM
Quote from: "Darkseed"
can someone please help me with my question?

(click to show/hide)
I don't know, where are the tiles?
Or you could PM CopShowGuy and ask him.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Darkseed on May 13, 2011, 12:32:39 AM
the link to forums is here:

viewtopic.php?f=29&t=1961&start=10 (http://cutstuff.net/forum/viewtopic.php?f=29&t=1961&start=10)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Myroc on May 13, 2011, 06:18:57 AM
Darkseed, you want to look in this topic (http://www.cutstuff.net/forum/viewtopic.php?f=29&t=1899). Good luck. Adding textures to the game takes a lot of work.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Darkseed on May 13, 2011, 01:07:14 PM
i think ill pass on those textures. copshowguy made them into tilesets and idk how i put that in slumPED...
Title: Re: How do "I" do THAT in Doom Builder?
Post by: SickSadWorld on May 16, 2011, 03:40:30 PM
How do I change the default Game Configuration when opening a .wad file?

After configuring Doom Builder for all the various id tech 1 IWAD game assets I notice that whenever loading a map it tries to load it in Hexen mode. I'm aware that we need use set it to Skulltag (Doom in Hexen mode) but how to make this the default Game Configuration?

(click to show/hide)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on May 24, 2011, 06:21:11 PM
How do I make it so that fences (middle textures) I place can be jumped over and stood on? I never really understood it.

Found out myself just now.  :p  Do they need separate tags though?

EDIT: And also, how do I give linedefs a property for climbing (ladders)?

Found it in Flanny's tutorial. >_>
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Darkseed on May 30, 2011, 03:56:30 PM
I know this isnt in DB but i need to ask. how do i loop a song to make it endless in MM8BDM using Audacity> so it wont loop from the beggining all over again?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: ficarra1002 on May 30, 2011, 05:03:09 PM
Quote from: "Darkseed"
I know this isnt in DB but i need to ask. how do i loop a song to make it endless in MM8BDM using Audacity> so it wont loop from the beggining all over again?
Separate the part you don't want to loop into a different music file. Let it play the first part without loop, then play the second file (Rest of the song) and have it loop. I believe you can do this all within doom without audacity, other than splitting the song into two files.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: BiscuitSlash on May 30, 2011, 05:35:42 PM
There is however the problem that if the game is paused by a menu or attacked by lag, the 1st part might loop itself for a bit and muck up the flow of the start. You can extend a track though, by taking a section that loops and repeating it, but it will cost you filesize.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Darkseed on May 31, 2011, 05:16:50 PM
ok i have the intro of the song and the part i want looping. what do i do. i want to play the intro and have the second part loop. how exactly do i do this please?

EDIT: Ok Im still waiting for an answer....
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Donutyoshi on August 24, 2011, 09:14:21 PM
Okay. Now that MM8BDM finally supports 3D floors. What am I suppose to do to add them?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: ficarra1002 on August 25, 2011, 03:04:42 PM
Quote from: "Donutyoshi"
Okay. Now that MM8BDM finally supports 3D floors. What am I suppose to do to add them?
This.
At school, so I can't check as of now, but maybe there's a tutorial on skulltag forums somewhere? Paste a link here if you find it, I'll look later.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: TheBladeRoden on August 25, 2011, 06:09:25 PM
Did you look at the 3D test level?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Donutyoshi on August 25, 2011, 06:26:20 PM
Quote from: "TheBladeRoden"
Did you look at the 3D test level?
Wait. There is?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Red on August 25, 2011, 07:19:29 PM
Here! viewtopic.php?f=27&t=3239 (http://www.cutstuff.net/forum/viewtopic.php?f=27&t=3239)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on August 29, 2011, 01:03:55 AM
1. How do I change a map name partway through making it?
2. How can I create a bridge that has a floor, and not an invisible floor?
3. How can I make a wall not have black in the background? (EX: Turboman's mountains)
4. How can I make the wall not stack? (EX: I use Turboman's mountains texture on wall, but because I raised ceiling and it made walls bigger, it placed it twice/one on top of the other)
Title: I use the whole URL cause I'm cool
Post by: Hiffe150 on August 29, 2011, 02:29:12 AM
For 3 and 4, you arent supposed to put the picture on a wall, you are supposed to make a skybox.
a skybox tutorial type thingy can be found here: http://cutstuff.net/forum/viewtopic.php?f=6&t=1673
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on August 29, 2011, 02:38:44 AM
thanks, I solved 1 myself, which leaves 2
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on August 29, 2011, 02:46:34 AM
well, as I changed the name, it wont load for testing anymore, how do i fix this?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on August 29, 2011, 02:58:04 AM
Doomeditor had to close suddenly, luckily I saved beforehand, so I thought. Now I can't load it >.< I'm such a noob..
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Korby on August 29, 2011, 03:06:46 AM
First, please don't double post, let alone triple post.

For number two, look at official maps with the bridges.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on August 29, 2011, 03:09:20 AM
sorry, i posted problems as they came up, which next time ill just group together.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Korby on August 29, 2011, 03:16:59 AM
Thank you for helping us help you help us all.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Donutyoshi on August 29, 2011, 03:18:26 AM
Quote from: "Korby"
Thank you for helping us help you help us all.
Wat. It sounds confusing.  Oh well. :p
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on August 29, 2011, 03:27:17 AM
he means that by helping myself, im helping you guys not help me.
in other news.. i guess im starting my map over.. >.<
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Korby on August 29, 2011, 03:45:11 AM
It's a quote, don't mind it.

Thank you for understanding, Rozark. You won't have to restart the map.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on August 29, 2011, 03:50:07 AM
how so? I open the wad, only to find the map isnt there. what i did was, being new to doom editor, i hit save map, not knowing it meant wad. i later tested this with a test map, saving it into the wad, and i was able to reload that. The map is gone, that is unless im wrong.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Gummywormz on August 29, 2011, 04:13:52 AM
Doom builder creates several backup files called mapname.backup#. Try renaming the backup# part to wad and see if your map is in any of them.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on August 29, 2011, 04:21:34 AM
nope, that didnt work, and i tried all 3 backup files. oh well, imma just create another one, but with a different theme. put abit of planning into it, save it right, and it should be better than the other one.

EDIT: so i can save time later, ive got more questions:
1. how to add rails
2. how to make it so you fall off and die in some areas

Much appreciated ^.^
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Shade Guy on August 29, 2011, 09:06:21 AM
1. Right click the line that you want the rail to be on. Under actions, go to action 121 which is Line Identification. For the flags, tick the railing option (the flags should be 2). Also, tick Lower Unpegged under Settings. Now, add the texture you want on the line as a mid-texture. The railing should be as high as the texture is, so choose one accordingly.

2. This requires a bit of ACS scripting. Give the sectors that you want to be instakill a tag. Open Doombuilder 2's Script Editor and copy this script in and edit it accordingly.
Code: [Select]
#include "zcommon.acs"

Script [Any number, probably 1] OPEN
{
delay(1);
SectorDamage([This is the tag that you gave the instakill sectors], 255, [This changes what the obituary will say when the player dies from the pit. If you want it to say 'fell too far', put it as "Falling". Look at the ZDoom Wiki under Damagetypes to find more], 0, DAMAGE_PLAYERS);
restart;
}
Hopefully this helps.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: LlamaHombre on August 29, 2011, 12:36:12 PM
Rozark, if you don't want to start over, send me one of your backups and I'll get you your map back.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on August 29, 2011, 02:07:25 PM
mk.. so how, me being new to this, would i send it? @_@
Title: Re: How do "I" do THAT in Doom Builder?
Post by: LlamaHombre on August 29, 2011, 02:22:17 PM
Alright, looking at Rozark's backup, he's right.

Opening it up in Doom Builder does not show any sort of map.

And since this is backup1, I'd assume he doesn't have any more backups.

Sorry, Rozark, but I don't think you'll be getting your map back.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on August 29, 2011, 02:25:29 PM
:/ I do have other backups, but they all do the same thing. Anyway, off to make a better map

EDIT: shadeguy what would that look like when thats finished @ Script, like without the extra stuff?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: LlamaHombre on August 29, 2011, 02:28:10 PM
That's unfortunate.

Sorry to waste your time, Rozark.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: ficarra1002 on August 29, 2011, 03:16:13 PM
For future reference, don't rely on DB's backups. Make your own backups manually often.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on August 29, 2011, 03:45:17 PM
How do I make the water animated, like in centaurman's stage?
EDIT: with gravity too
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Korby on August 29, 2011, 03:55:50 PM
With the animated water, you'll need to use the correct texture. For gravity, that involves scripting, and I can only say look in the official maps.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: BiscuitSlash on August 29, 2011, 04:11:04 PM
Ladders

Yes that's right, I think I might be cursed with ladder making. I don't know what I'm doing wrong, as I've looked at other maps, made the linedef thrust the player around 15 when they bump into it, but it's just behaving like a decoration rather than a climbable ladder. Could someone make me a little map to show what I've been doing wrong?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on August 29, 2011, 04:18:15 PM
Whats the texture for animated water in mm8bdm? It seems i've tried them all and they all just stay still
Title: Re: How do "I" do THAT in Doom Builder?
Post by: LlamaHombre on August 29, 2011, 04:20:25 PM
DWATER, I think
Title: Re: How do "I" do THAT in Doom Builder?
Post by: BiscuitSlash on August 29, 2011, 04:21:55 PM
Usually the one without the number. That plays it with all the numbered ones
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on August 29, 2011, 04:38:50 PM
k thanks, all that leaves now is gravity in a sector without a switch and what the instant death area script should look like without the extra stuff in it

EDIT: when i try to save, it says unhandled exception and closes the editor. how am i supposed to save this?

much appreciated ^.^
Title: Re: How do "I" do THAT in Doom Builder?
Post by: ficarra1002 on August 30, 2011, 03:01:07 PM
Quote from: "Rozark"
k thanks, all that leaves now is gravity in a sector without a switch and what the instant death area script should look like without the extra stuff in it

EDIT: when i try to save, it says unhandled exception and closes the editor. how am i supposed to save this?

much appreciated ^.^
It seams your DB2 is pretty buggy.
1. What OS are you on?
2. Have you tried a reinstall?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: BiscuitSlash on August 30, 2011, 03:58:49 PM
So what's the secret to ladders that actually work?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on August 30, 2011, 04:18:12 PM
windows xp, and no i havent tried a reinstall. recently i get it to save if i add a 2 at the end of the map, but the 2 doesnt show in the map name.

anyway, i really need those 2 other things :/
Title: Re: How do "I" do THAT in Doom Builder?
Post by: LlamaHombre on August 30, 2011, 04:31:19 PM
Quote from: "Michael712"
So what's the secret to ladders that actually work?

Linedef Action 128

Force 15

Repeatable action, Double Sided, Upper Unpegged

Trigger: Player Bumps
Title: Re: How do "I" do THAT in Doom Builder?
Post by: BiscuitSlash on August 30, 2011, 04:56:01 PM
Quote from: "LlamaHombre"
Repeatable action, Upper Unpegged
Ack, dat upper unpegged....what does it even mean?

I don't know whether or not it works yet because I need to fix a decorate item first but I'm assuming it works so thanks llama!
Title: Re: How do "I" do THAT in Doom Builder?
Post by: ficarra1002 on August 30, 2011, 05:18:24 PM
Quote from: "Rozark"
windows xp, and no i havent tried a reinstall. recently i get it to save if i add a 2 at the end of the map, but the 2 doesnt show in the map name.

anyway, i really need those 2 other things :/
Back up everything to a flashdrive and completely uninstall DB2. Then reinstall, and try opening some of the stuff you lost/see if the errors continue.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on August 30, 2011, 05:44:43 PM
ill try it, thanks
in other news: i guess for maps i wont go too complex for now, as scripting hurts my brain :/
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on August 30, 2011, 06:29:50 PM
Quote from: "Shade Guy"
1. Right click the line that you want the rail to be on. Under actions, go to action 121 which is Line Identification. For the flags, tick the railing option (the flags should be 2). Also, tick Lower Unpegged under Settings. Now, add the texture you want on the line as a mid-texture. The railing should be as high as the texture is, so choose one accordingly.

2. This requires a bit of ACS scripting. Give the sectors that you want to be instakill a tag. Open Doombuilder 2's Script Editor and copy this script in and edit it accordingly.
Code: [Select]
#include "zcommon.acs"

Script [Any number, probably 1] OPEN
{
delay(1);
SectorDamage([This is the tag that you gave the instakill sectors], 255, [This changes what the obituary will say when the player dies from the pit. If you want it to say 'fell too far', put it as "Falling". Look at the ZDoom Wiki under Damagetypes to find more], 0, DAMAGE_PLAYERS);
restart;
}
Hopefully this helps.

I tried that script, but it wont run. can you please show me how it would look on the script editor using a tag of 1 without anything else?

EDIT: ahh accidentally double posted >.<
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on August 30, 2011, 07:40:52 PM
I am currently finishing up a CTF map, but I need to know how to make it so that when there is one point left, a music plays. I tried checking the CTF maps of 8bitDM in SLumpED to see if they used scripts for this akin to the DM ones, but none appeared. Help?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Ivory on August 30, 2011, 07:47:31 PM
The CTF music changing script is in the global acs, not the individual maps. It's near the very bottom.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on August 31, 2011, 03:41:52 AM
Quote from: "Ivory"
The CTF music changing script is in the global acs, not the individual maps. It's near the very bottom.

Found it:

(click to show/hide)
Unfortunately, I have no idea how it works.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on August 31, 2011, 09:03:59 PM
ive reinstalled twice, and now i cant test map or save. when i test map it says "things not found in "map name"" so... idk anymore
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Gummywormz on August 31, 2011, 09:07:15 PM
Put any object in your map (like a player start or weapon) and save to solve that error.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on August 31, 2011, 09:25:31 PM
ok, but im still having saving problems... this is getting frusturating for me  :(
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Mendez on September 01, 2011, 07:31:35 PM
Anyone want to know how to make a somewhat-functioning elevator?
Well, download this.
AMPWUT - Elevator Concept (http://dl.dropbox.com/u/11603985/ElevatorConcept.wad)
Simply put, I was working with pistons the other idea for Kengine, when I figured I would take the concept further and actually make two elevators that go past each other. Excuse the rushed texture choices and what not. I was making this as it went to my head.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on September 05, 2011, 08:01:32 PM
Guys, I still have no idea how the CTF music change script works. I replaced the first music in the code with a music name I have in my CTF map, however, MM1BOSS still plays. I played around with the PAR and a lot of other stuff. I even tried modifying it so the music change did not depend on the PAR, but nothing. It even ended up deleting my custom music somehow and I had to import it again! This is really annoying...  :?

What I need is a script to have the music change to what I want it to when 1 flag point is left. Help?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: TERRORsphere on September 05, 2011, 09:02:54 PM
Quote from: "Rozark"
"things not found in "map name"
It means you fucked up. How I like to fix this is to select everything and copy it into a new blank map.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on September 09, 2011, 09:59:00 PM
still waiting for that fixed instant death script... and finally, how to add music to the stage.  Both is much appreciated, thank you

EDIT: im just going to give up doom builder 2. nothing will save, nothing will load, and things are still missing. If anyone can make a vid or something showing me these things, thanks. for now, peace
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Jakeinator on October 08, 2011, 02:20:35 PM
Noob question how do you make bridges that are like in the rocket base map in either IX-pack or CSCM remix?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: TERRORsphere on October 08, 2011, 02:47:45 PM
Quote from: "Eon_and_Rush"
Noob question how do you make bridges that are like in the rocket base map in either IX-pack or CSCM remix?
Screenshots?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Jakeinator on October 14, 2011, 02:43:16 PM
(http://imageshack.us/photo/my-images/818/screenshotdoom201110081.png/)
if it dosent work use this

http://imageshack.us/photo/my-images/818/screenshotdoom201110081.png/
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on November 07, 2011, 02:55:26 AM
Necro-bump, I know. I just need help understanding the script for the electric traps in the Elecman map. Here it is:

(click to show/hide)

I don't know what to make of it. I just need to understand it so I can set up some electric traps in a map I'm working on.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Jakeinator on November 10, 2011, 12:39:23 AM
To what i have before i think they are called 3D floors? how do i make those again?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Duora Super Gyro on November 20, 2011, 03:44:31 PM
Im making some new maps but Im having some trouble with some stuff.
How do you make it so AI players cant run off the cliff but you can like at airmans stage.

Oh and dont forget about the question above
Title: Re: How do "I" do THAT in Doom Builder?
Post by: BiscuitSlash on November 20, 2011, 03:59:26 PM
Select the linedef that you don't want bots to run past and make sure that "Block Monsters" is checked. The only problem with this trick is that they will always run into that line, but there's nothing you can do about that.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: ficarra1002 on November 21, 2011, 04:16:16 PM
Quote from: "Duora Super Gyro"
Im making some new maps but Im having some trouble with some stuff.
How do you make it so AI players cant run off the cliff but you can like at airmans stage.

Oh and dont forget about the question above
Rewrite skulltag's bot code. Duh.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Fyone on November 30, 2011, 10:42:31 PM
I'm stumped on how to create a skybox; I've looked at many examples but none of them are helpful.

I'm making my first map and I need to know what to do to create a successful skybox.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Gummywormz on November 30, 2011, 10:46:58 PM
Make a box / circle not connected to your map. Change the textures on all sides so that it uses the sky you want. Insert an actor called skybox viewpoint in the center. Replace the textures in your original map with f_sky1.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Fyone on November 30, 2011, 11:09:49 PM
I found out one of the problems (which was I accidentally made 2 skybox things) and I fixed it, but only the top is working properly not the sides.

Any ideas?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Shade Guy on December 01, 2011, 04:26:37 AM
If you're referring to the edges of your map not showing the skybox, F_SKY1 doesn't work on wall textures. Give the borders of your map a 'line horizon' (9) line special.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Fyone on December 01, 2011, 12:29:36 PM
Thanks, BTW how do you make fences?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Fyone on December 01, 2011, 11:39:42 PM
And what do you do for the "fell too far"?

I've seen people use the thing "Actor hits floor", but it's not working when I do what they do.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on December 03, 2011, 02:15:52 AM
For fences, right-click a linedef and on the action box, type 121. For a fence you can jump over, number 2 in the flags box. For an impassable fence, just click the Impassable check box. To use the fence textures you want, go to the Sidedefs tab and and place them in bot middle textures. Remember to click Upper and Lower Unpegged so that they stay on the floor without having to do it manually.

For "Fell too far" messages when falling on pits, I use an Actor Hits Floor thing (located in Sector Actions), click the Action Tab and type 73 in the action box and make the Damage Amount 255. It should say you fell too far when you fall in the sector you placed that thing.

And this is aside from all that, but I figured out how the Elec Man traps work by myself. >_>
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Joseph Collins on December 03, 2011, 06:19:10 AM
Quote from: "Knux"
For "Fell too far" messages when falling on pits, I use an Actor Hits Floor thing (located in Sector Actions), click the Action Tab and type 73 in the action box and make the Damage Amount 255. It should say you fell too far when you fall in the sector you placed that thing.
Actually, the death message displayed using that method is simply "<player> died." with that configuration.  To get it to specifically say "<player> fell too far.", a slightly different approach is needed.

I had part of a post typed out, but I think SickSadWorld explains it best (http://cutstuff.net/forum/viewtopic.php?p=44938#p44938):
Quote from: "SickSadWorld"
You have to edit this to suit your map

The spot with the ## make into your script number.

The spot with ### make into the tag of the sector you want to be affected.


Code: [Select]
#include "zcommon.acs"   // This defines the DAMAGE_PLAYERS

script ## OPEN   // Your script number goes here MUST CHANGE OR WONT WORK
{
delay(1);
SectorDamage(###, 255, "Falling", "BeatCallCheck", DAMAGE_PLAYERS);  
// Change the ### to the sector tag you want from your map
restart;
}
So basically, open your map, open the script editor, toss this in and edit appropriately, hit Compile Script, tag the appropriate sectors with the number you chose for SectorDamage, save, and you're good to go.  No objects required.  Actually, I take that back.  To get the Beat Call to work properly, you still need the "Actor Hits Floor" thing.  Place it somewhere, go into the Thing Action tab, and type "226" in Action and "205" in Script Number, then put it in every sector that's assigned to be a bottomless pit.  This should make those sectors work properly as pits with Beat Calls.

However, if you don't have Beat in your map, the object shouldn't be necessary.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Fyone on December 03, 2011, 12:24:47 PM
Thanks a bunch.  :)

BTW, I always see people using 'F_SKY1' for the floor texture as well as the ceiling texture, but whenever I make the floor texture 'F_SKY1' the texture acts like there was no texture even there (!).
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Joseph Collins on December 03, 2011, 06:06:41 PM
That's perfectly normal, as Mega Man 8-Bit Deathmatch handles F_SKY1 as a "skybox" texture.  Basically, you make a skybox somewhere else in the map, toss a Skybox Viewpoint in, then go back to your main area and select F_SKY1 as your ceiling/floor texture to show the skybox.

I believe your question about skyboxes was answered earlier in this very thread.  :3
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on December 04, 2011, 05:12:12 AM
Quote
Actually, the death message displayed using that method is simply " died." with that configuration.

Oops! I was under the impression that I was right. Blame my sometimes short-term memory.  :p
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Fyone on December 04, 2011, 01:37:12 PM
Quote from: "Joseph Collins"
That's perfectly normal, as Mega Man 8-Bit Deathmatch handles F_SKY1 as a "skybox" texture.  Basically, you make a skybox somewhere else in the map, toss a Skybox Viewpoint in, then go back to your main area and select F_SKY1 as your ceiling/floor texture to show the skybox.

I believe your question about skyboxes was answered earlier in this very thread.  :3

Well, actually I wasn't talking about how to make a skybox, because I already have a skybox. I was saying that when I put F_SKY1 as my ceiling texture it works fine with my skybox, but when I do it with my floor texture the same glitch happens as the one if you had 'no texture' (!).
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Jc494 on December 04, 2011, 04:21:40 PM
Quote from: "Fyone"
Quote from: "Joseph Collins"
That's perfectly normal, as Mega Man 8-Bit Deathmatch handles F_SKY1 as a "skybox" texture.  Basically, you make a skybox somewhere else in the map, toss a Skybox Viewpoint in, then go back to your main area and select F_SKY1 as your ceiling/floor texture to show the skybox.

I believe your question about skyboxes was answered earlier in this very thread.  :3

Well, actually I wasn't talking about how to make a skybox, because I already have a skybox. I was saying that when I put F_SKY1 as my ceiling texture it works fine with my skybox, but when I do it with my floor texture the same glitch happens as the one if you had 'no texture' (!).

Possible fix: Raise the Skybox viewpoint object by a height. Usually I do it 8, 16 or 32.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Fyone on December 04, 2011, 06:54:56 PM
Thanks, it worked!  :D
Title: [Tip] Projectile-Eating Walls
Post by: Joseph Collins on December 05, 2011, 01:37:39 AM
Here's a really silly one for you folks.  Something from the old Doom days that some people easily overlook or forget exists:
Let's say you have an outdoor map, right?  The battleground has boundaries encased in walls.  But the walls use no texture, so players see the skybox.  Now let's say a player shoots a Crash Bomb at the not-a-wall.  It sticks, then detonates.  This looks silly, doesn't it?  Well, I found a way to make all projectiles disappear when they hit a wall!  And it's dumbfoundingly easy.

- Right-click any line you want to be a "projectile eater".
- Down in the Action section, set the Action to 9 ("Line Horizon").
- Click "OK".  Test.

And viola!  Any projectile you shoot at the wall will now disappear without a trace!  Gemini Lasers won't bounce off, Drill Bombs and Crash Bombs won't explode, and so-forth and so on!  It really improves the quality of an outdoor map to do this.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: TERRORsphere on December 05, 2011, 06:12:18 AM
People interested in this topic might want to check this out quick!

Mapping stream for Tutorial purposes. (http://cutstuff.net/forum/viewtopic.php?f=27&t=3704)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Fyone on December 05, 2011, 11:55:24 PM
I am confused with floating floors.  :?

Can someone tell me how to make them?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Joseph Collins on December 06, 2011, 12:34:15 AM
When you say "floating floors", do you mean the old style (left), or its more modern counterpart (right)?
(http://img.photobucket.com/albums/v341/JosephCollins/3DFloor-Old.png) (http://img.photobucket.com/albums/v341/JosephCollins/3DFloor-New.png)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Fyone on December 06, 2011, 12:38:05 AM
Right, please.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Joseph Collins on December 06, 2011, 02:52:37 AM
Well, as seen in this demonstration WAD (http://cutstuff.net/forum/viewtopic.php?f=27&t=3239), it's a pretty simple procedure, but has a few steps to get it right.

This tutorial assumes you've already made your map and have sectors to work with.
Landmark (Dummy) Sector Settings
- Make the sector where you want your 3D floor to be.  Make sure it's the size you want it to be (for example, 128 x 64 would make a small platform.)
- You must change the sector tag(s) to a different number.  For this example, let's use the number 100.
Note: You don't have to change this sector's floor or ceiling height.  You could keep it level with the rest of your map, or change it if you want a raised/lowered area under your floating platform.

3D Platform Sector Settings
- Make a sector outside of your main map area.  It must have at least three sides but does not need to be the same shape or size as the sectors in the main map.
- Adjust the height and floor of the sector to where you want it to appear in your map.  For example, if you wanted a small platform to appear at just out of jumping range from base floor height, you'd set the Ceiling Height to 96 and the Floor Height to 64.
- Right-click one of the linedefs of your 3D platform sector (it doesn't seem to matter which, but I suggest one that's perfectly horizontal or vertical, as opposed to at an angle).
- In the Properties for that linedef, change the Action to 160 (Sector 3D Floor) and change the Sector Tag to the tag of the sector(s) you wanted to have 3D platforms over (in this case, 100).
- Under Type, toggle whatever settings you want.  For a solid platform that can't be passed through, for example, change the Type to 1.
- Changing the Alpha will make the platform more or less visible.  A setting of 0 will make the platform completely invisible while 255 will make it totally visible.  Anything in between will make it see-through.

After both steps are done, click "OK", then test your map.  You should have a hovering 3D platform where you wanted it.  You might notice that the platform matches the size of the sector you made in the main map despite the actual 3D platform being much smaller or larger.  This is normal.

Hope this helps!  I tried to explain this as best I could.  ^_^;
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Fyone on December 06, 2011, 02:57:43 AM
Thanks man, you've been a big help.  :mrgreen:
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Joseph Collins on December 06, 2011, 03:31:35 AM
Oh, if I hadn't done it, someone else would have eventually.  I'm just glad I wrote that out clear enough to understand.  @_@;
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Duora Super Gyro on December 06, 2011, 10:51:00 AM
Ok. I had this really cool idea for CTF. but I cant get it working.
Im trying to make it so if blue team has one point left, there theme will play. But if red team has one point left, A different theme will play. Anybody know how to do that.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Korby on December 06, 2011, 08:48:02 PM
I'm not sure if it'll work for CTF, but Mike did something similar in GvH, I'm not sure if it has to do with the map though.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on December 07, 2011, 01:46:44 AM
The CTF maps in 8bitDM are coded to have music play when there's one point left. What I don't understand is WHAT exactly triggers it, because the script for it makes me think it could be a few factors. I once asked this too, and was left answer-less.

...It's ACS code too.  :(  C'mon Mike, impair us some wisdom.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Asd967 on December 07, 2011, 04:15:30 AM
I'm not Mike, but...
CTF Music Change Script:

Code: [Select]
script 190 OPEN
{
if(GetCvar("ctf")==1){
if(BlueScore() == GetCVar("pointlimit") - 1 || RedScore() == GetCVar("pointlimit") - 1){
if(GetLevelInfo(LEVELINFO_PAR_TIME)==1){SetMusic("MM1BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==2){SetMusic("MM2BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==3){SetMusic("MM3BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==4){SetMusic("MM4BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==5){SetMusic("MM5BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==6){SetMusic("MM6BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==7){SetMusic("MM7BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==8){SetMusic("MM7OBOS");}
}
}
if(GetCvar("oneflagctf")==1){
if(BlueScore() == GetCVar("pointlimit") - 1 || RedScore() == GetCVar("pointlimit") - 1){
if(GetLevelInfo(LEVELINFO_PAR_TIME)==1){SetMusic("MM1BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==2){SetMusic("MM2BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==3){SetMusic("MM3BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==4){SetMusic("MM4BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==5){SetMusic("MM5BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==6){SetMusic("MM6BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==7){SetMusic("MM7BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==8){SetMusic("MM7OBOS");}
}
}
if(GetCvar("ctf")==0){
if(GetCvar("oneflagctf")==0){
terminate;
}
}
Delay(35*2);
restart;
}

As you can see, it takes the level's par and checks is there's one point left.
Same idea behind normal level's Music Change code.
What triggers is the line talking about BlueScore, RedScore and PointLimit.
They are Skulltag functions to check each team's scores, and PointLimit is the CVAR defined on the server.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on December 07, 2011, 07:35:24 PM
But the problem is that if you throw that into the scripts lump and change it around to be compatible with other maps, things screw up because it apparently conflicts with the original ACS script in the 8bitDM PK3.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Asd967 on December 07, 2011, 08:56:30 PM
Not really.
Just make sure you don't use Par on the level's information.
Then make another script with a different number.
For instance:

Code: [Select]
script 1 OPEN
{
   if(GetCvar("ctf")==1){
      if(BlueScore() == GetCVar("pointlimit") - 1 || RedScore() == GetCVar("pointlimit") - 1){
      SetMusic("MM1BOSS");
      }
   }
   if(GetCvar("oneflagctf")==1){
      if(BlueScore() == GetCVar("pointlimit") - 1 || RedScore() == GetCVar("pointlimit") - 1){
      SetMusic("MM1BOSS");
      }
   }
   if(GetCvar("ctf")==0){
   if(GetCvar("oneflagctf")==0){
   terminate;
   }
   }
   Delay(35*2);
   restart;
}

Just put this on every CTF map you make and change the Music if you want.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on December 08, 2011, 12:51:28 AM
I just tested the script, and nothing happened until I figured out I had to click Compile Scripts. This is exactly what I was looking for, so thanks very much!  :D
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Duora Super Gyro on December 08, 2011, 12:53:30 AM
thanks Asd967. I got exactly what I was looking for out of this.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Asd967 on December 08, 2011, 02:06:37 AM
Quote from: "Knux"
I just tested the script, and nothing happened until I figured out I had to click Compile Scripts. This is exactly what I was looking for, so thanks very much!  :D
Well, yeah, that's one thing ACS likes to trick you over. It saves nothing until you compile it, differently from your usual DECORATE coding that is actually implemented as soon as you click save...

No problem. I like to help.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Joseph Collins on December 08, 2011, 03:37:11 AM
Okay!  It took about an hour-and-a-half of dinking around, but I think I've refined the code Asd967 provided to allow each team to have both their own "point limit warning" theme as well as their own victory ditty.  Check it out:
(click to show/hide)
The tricky part was figuring out how to make the two music messages not collide with each other in the likely event the teams are tied.  The simple solution for that is to simply have the script restart if that happened.  I'm not sure how it manages to do so, but it still manages to hop over the restart and read if either team has a score equal to the point limit, then play the victory ditty and terminate itself (to avoid any potential music mishaps as per the IX Pack.).  I also merged the "if game mode is CTF/1FCTF" codes together up top.  I couldn't do that below because that's not an if/else sort of thing, but rather "if the game mode is not CTF and not 1FCTF".

You know, I'm very happy with this scripting.  It's compact, neat, and doesn't use a million unnecessary variables.  I'm sure it could be edited further to allow such conditional music for "close victory" or "both teams are tied" situations, but for now, I think this works.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Asd967 on December 08, 2011, 04:24:18 AM
Actually, your ACS code will generate a lot of lag if you use Delay(1); and Restart; simply because it'll run checks so much times.
Admitted, your code is good for the checks, but I'd use this one:

(click to show/hide)

This code makes less checks run per second, and eliminates the checks that are unneded. Therefore, less lag.
By the way, if you're using this on a per map basis, you don't need to check if the game's CTF or not since the map is only playable in CTF itself.
This code is untested, but by theory, it should work.
The only downside is that it needs 3 ACS Scripts slots. But for maps you have near 100 scripts, so that's not much troubling.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Joseph Collins on December 08, 2011, 04:53:18 AM
Eh.  I personally like the delay to be miniscule.  Something seems odd about triggering the music, then having to wait up to 2 seconds for it to actually start playing.  But that's just me.  I also see you went ahead and added one of my possibilities in there; the "if teams are tied" coding.  That's a nice touch.

So... yeah.  A little playtesting and it would appear as though your code is even more streamlined than what I came up with, not to mention it works just as well, if not better due to the further optimizations.  And on top of that, it's even smaller thanks to the lack of a map-type check. (Which is a good point.  Most people don't make multi-purpose maps.)  Well done, sir.  Well done.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Asd967 on December 08, 2011, 04:59:12 AM
Thanks. Feel free to use it on your maps, no credit needed.
By the way, I like helping, so, if you need some help, just ask...
Coding optimization is very important to use since MM8BDM already uses a lot of checks like the Jump Cancelling script, which is run for every player, every tic and has a lot of checks and inventory management going on.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Duora Super Gyro on December 08, 2011, 12:04:15 PM
Quote from: "Asd967"
Not really.
Just make sure you don't use Par on the level's information.
Then make another script with a different number.
For instance:

Code: [Select]
script 1 OPEN
{
   if(GetCvar("ctf")==1){
      if(BlueScore() == GetCVar("pointlimit") - 1 || RedScore() == GetCVar("pointlimit") - 1){
      SetMusic("MM1BOSS");
      }
   }
   if(GetCvar("oneflagctf")==1){
      if(BlueScore() == GetCVar("pointlimit") - 1 || RedScore() == GetCVar("pointlimit") - 1){
      SetMusic("MM1BOSS");
      }
   }
   if(GetCvar("ctf")==0){
   if(GetCvar("oneflagctf")==0){
   terminate;
   }
   }
   Delay(35*2);
   restart;
}

Just put this on every CTF map you make and change the Music if you want.

Wow. I just made a simple edit and copy so both teams could have a theme.

(click to show/hide)

EDIT: And then I changed the Music code...thing...
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Asd967 on December 08, 2011, 05:24:20 PM
Uuh... in the last page, the last code submitted has each team with its own theme, as ewll as victory music and tie theme...

It's this one, in case you are wondering:
(click to show/hide)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Duora Super Gyro on December 08, 2011, 09:06:06 PM
Oh... wish I checked the last page now.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Joseph Collins on December 08, 2011, 11:29:40 PM
It's never too late!  Unless, you know, you already submitted your WAD to Fathax or something.  X3
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Duora Super Gyro on December 09, 2011, 11:01:17 PM
Does anybody have any idea how to change Myrocs KOTH into a an awsome domination map(3 hills instead of 1).
I know this would be pretty hard.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Myroc on December 10, 2011, 11:08:04 AM
Quote from: "Duora Super Gyro"
Does anybody have any idea how to change Myrocs KOTH into a an awsome domination map(3 hills instead of 1).
I know this would be pretty hard.
Actually, this is quite simple. Or at least, it is in the latest unreleased version I'm carrying around, whose code is mostly finalized, it just needs optimization. I can't remember if the currently released one supports multiple points yet, but I know this version does. I'll release it in a few and cross-reference the rather simple method in that thread.

First of all, open up the code and track down these lines. They're in the beginning of the script, but not next to each other.

Code: [Select]
#DEFINE controlpoints 1
...
str pointname[controlpoints] = {"Control Point 1"};
str pointname2[controlpoints] = {"Point 1"}; //I don't have the old code at hand so I don't remember exactly what I named these.

The first line is basic, this defines how many control points there are. The second and third line are the names for the control points themselves, although they are ignored in my code if there's only one point (It's simply called "the point" when captured). You want to add names to the second and third control point here like this:

Code: [Select]
#DEFINE controlpoints 3
...
str pointname[controlpoints] = {"Control Point 1", "Control Point 2", "Control Point 3"}; //These names are mentioned when the points change owners, eg "Dr. Wily Team took control of Control Point 1"
str pointname2[controlpoints] = {"Point 1", "Point 2", "Point 3"}; //These names are located on the HUD, and state which team controls which point at the present moment.

Now you need to add the points to the map themselves. Make a small sector that constitues the point, and then make a small 64x64 sector centered inside this sector. You need to repeat this and the following steps for each point you want to add. Here's two screenshots to demonstrate how I myself make the points.

(click to show/hide)
The one to the right is the old point, the left is the one we want to add. Note the CRYSFLR4 texture in the middle of these, this is the 64x64 sector you made. The game changes this texture to reflect which team controls the respective points.

Select the outer 8 octagonal lines. Edit their action special to Script Execute (80), referincing script number 1 and where script argument 1 is point number - 1. E.g, the first point is 0, the second is 1, and so on and so forth. Also check the box that says "repeatable action". Whenever a player crosses this line, the game runs the script, where the script argument is used to determine which point it is. The team of the player who activated the script is checked and compared to the current controller, and if it differs, changes the controlling team and prints out a message saying that the point has been captured.

Now, select the inner 64x64 sector, and give it the tag corresponding to it's point number (not point number - 1, as before). Then select the lines that the sector consists of, give them the Line Identification action special (121), and assign them the same tag. Also check "lower unpegged", set the Y-texture offset to 128 to both sides, and assign them the same CRYSFLR4 texture as the point itself. These textures are changed to reflect whoever controls the point. The script technically works without them, you can capture the point all the same without this step, but you wouldn't be able to know who controls the point by looking at it.

That should be the gist of it. I'd add more explanation as to how the code works, although you'd require some basic knowledge of programming logic to fully understand how it works, and I myself am not that used to english coding terminology, being taught in swedish and all.

Anyway, I'll go release that updated version right away.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: -FiniteZero- on December 31, 2011, 03:40:49 AM
Bump, but whatever.

How would you get it so that pressing use on a line gets you ammo or health?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Duora Super Gyro on January 09, 2012, 09:54:07 PM
Im trying to put water in my stages but I cant get the MM8BDM style water working. Can someone please explain how u do it.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on January 10, 2012, 06:37:23 PM
Quote from: "FiniteZero"
How would you get it so that pressing use on a line gets you ammo or health?
Things > Thing Heal. Then give it the Player Presses Use property below and set the amount in the boxes. Make sure to check the Repeatable Action box so you can do it more than once, if that's what you want. Also make sure the line has the front side facing the way the player is going to press use on it.

Quote from: "Duora Super Gyro"
Im trying to put water in my stages but I cant get the MM8BDM style water working. Can someone please explain how u do it.
Study the Dive Man or Bubble Man map by opening them in Doom Builder. It's easier that way.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: BiscuitSlash on January 10, 2012, 06:54:31 PM
Use the tutorial map given in the first post. i didn't notice it at first either
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Fyone on January 10, 2012, 08:53:27 PM
I don't know why, but sometimes my texture offset looks as if it was changed when I play IG from the offset settings I configured on Doom Builder.

Any ideas why this happens occasionally?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: -FiniteZero- on January 10, 2012, 10:26:05 PM
Quote from: "Knux"
Quote from: "FiniteZero"
How would you get it so that pressing use on a line gets you ammo or health?
Things > Thing Heal. Then give it the Player Presses Use property below and set the amount in the boxes. Make sure to check the Repeatable Action box so you can do it more than once, if that's what you want. Also make sure the line has the front side facing the way the player is going to press use on it.

Alright, that's for health, what about ammo?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on January 11, 2012, 07:30:19 AM
Same thing with the line except the property is Thing Spawn, and it involves using a Map Spot (under Skulltag things I believe) and tagging both the line and the Map Spot. What I do not know is if the ammo thing will be on the list of selectable items. If not, you might need a script, and I can't help you there.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Fyone on January 17, 2012, 02:27:27 AM
Quote from: "Fyone"
I don't know why, but sometimes my texture offset looks as if it was changed when I play IG from the offset settings I configured on Doom Builder.

Any ideas why this happens occasionally?

Nevermind, I found out why.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Fyone on January 18, 2012, 05:13:01 PM
Sorry for the double post. How do you make boss music play when there are 5 frags remaining (or 1 frag remaining in a game of 5 fraglimit).
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on February 04, 2012, 02:01:49 AM
I already helped Fyone solve that problem. I have another:

How do I make a water texture I made to have a water-like effect? You know, like when you walk on a water texture and there's a splash upon landing and your feet sink a bit on it? I'd like to know because I made a water texture and it looks wrong for it to behave like any other floor.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Gummywormz on February 04, 2012, 01:34:51 PM
You need to modify the TERRAIN lump. (Make a copy in your wad and edit it there.)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: HD_ on February 05, 2012, 11:30:31 AM
Okay, I have a (most likely stupid) question: How can I move around in Visual Mode?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: MasterXman on February 05, 2012, 02:03:06 PM
Quote from: "Human Destroyer"
Okay, I have a (most likely stupid) question: How can I move around in Visual Mode?
That's easy.
E is up
D is down
S is left
F is right.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: HD_ on February 05, 2012, 02:22:19 PM
Quote from: "xxkirbysonicxx1"
Quote from: "Human Destroyer"
Okay, I have a (most likely stupid) question: How can I move around in Visual Mode?
That's easy.
E is up
D is down
S is left
F is right.

Thanks. I wonder why they didn't use the arrow keys though...
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on February 05, 2012, 07:13:56 PM
thats for moving textures/heights, if not mistaken..
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on February 06, 2012, 12:23:29 AM
Yes, the arrow keys are used for that purpose. But I think that can be changed in the editor's options.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on February 09, 2012, 03:12:34 AM
Yes, I realize this is a double post.

I need to know how to take my maps and join them together into a single .pk3 file. Well, actually, how do I make a .pk3 file? I don't know that, either.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Red on February 09, 2012, 03:14:30 AM
Put them in a zip

then rename it from aighsohirdyjaey.zip to aisrngraothast.pk3
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on February 09, 2012, 03:38:14 AM
It doesn't allow me to change the file extension because it doesn't say .zip anywhere. Still, I named it KCTFv1a.pk3. You think that'll work?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Red on February 09, 2012, 03:42:49 AM
Quote from: "Knux"
It doesn't allow me to change the file extension because it doesn't say .zip anywhere. Still, I named it KCTFv1a.pk3. You think that'll work?
err use the 8bdm launcher, add your pk3, and see if it works!
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on February 09, 2012, 03:44:19 AM
Well, pk3s could be made in the way Red described, or they could be made by using a veriety of Doom Editors, my personal favorite is SLADE (http://slade.mancubus.net/index.php?page=downloads)

But SLumpED (http://slumped.mancubus.net/index.php?page=downloads) and XWE (no link) could also be used

to create a pk3, click new zip, save it as blah, click the dropdown menu below the name and click on .pk3
This method only works for SLADE and SLumpED though, I never really worked with XWE for wad making.

If you use mac anything, this is pointless, sorry, I can't help you further if that is the case.

Oh yea, if you can't run SLADE, (if you choose to get it) install the C++ Runtime as mentioned in the system requirements.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on February 09, 2012, 04:00:16 AM
Thank you very much, Lego. I just made it a pk3 file using SLumpED. Thanks for you help as well, Lag Man. I really appreciate it.  :)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on February 10, 2012, 10:17:44 PM
I also give thanks, that was something that was bothering me for awhile.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on February 10, 2012, 10:21:23 PM
Okay, so I have this Actor Enters Sector thing I want to use to make it so that when someone enters the sector it's placed in, the gravity is high enough to barely make a jump. I don't know how to deal with the gravity settings though. I don't get how they work.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on February 11, 2012, 02:03:12 AM
Set a sector tag on the sector you want high gravity, and use ACS to increase the gravity

But the deal is, you don't need to use an actor enters sector for that.

If you want, use this ACS code
(click to show/hide)

Look here (http://zdoom.org/wiki/Sector_SetGravity) for more information on how to use Sector_SetGravity
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on February 11, 2012, 04:54:01 AM
mk, what about for making gravity in a sector low? (like underwater gravity, but only in a certain area. EX: lake.) would it be the same thing or is something else involved?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on February 11, 2012, 05:03:09 AM
Yes, it is the same script, Rozark. All you need to do is change the number values. It's actually easy to understand! I'll copy/paste it from the link Lego provided:

216:Sector_SetGravity (tag, ipart, fpart)


    tag: Tag of affected sector
    ipart: Integral part of the gravity multiplier
    fpart: Fractional part of the gravity multiplier

Sets the amount of gravity in a sector. The actual formula used is sv_gravity * (ipart + fracpart * 0.01). sv_gravity is a cvar that defines “normal” gravity. So Sector_SetGravity(1, 0, 50) would set a sector to half normal gravity, Sector_SetGravity(1, 2, 0) would be double normal gravity, Sector_SetGravity(1, 1, 0) would be normal gravity, etc.


Which means that saying something like (sector tag, 1, 50) means that I am giving the sector with the respective tag 1.5 times the normal gravity. Thanks for this, Lego! I probably should visit that place more often and see if I can come up with some scripts of my own.  :)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on February 11, 2012, 05:05:23 AM
and thanks to you knux. here's hoping i can finish this map with little assistance! :D


EDIT: how do i make it so that i can go through a wall? (like a waterfall?)
hey that rhymed lol
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on February 11, 2012, 10:17:31 PM
Make it a middle texture, and give it Line Identification > Wrap Mid Texture if said texture you placed in the middle is not long enough.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Laggy Blazko on February 12, 2012, 03:47:32 AM
Is there an easy way to count deathmatch starts?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Donutyoshi on February 12, 2012, 03:48:50 AM
There may be a function like that in Doom Builder 2, but I may be wrong since I hadn't used it in ages.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on February 12, 2012, 04:43:38 AM
This got me curious, so I started to snooping as usual into Doom Builder 2's options, and I found it. Press F3 to bring up a search. That's nifty! Now I can use it for myself, too...  :mrgreen:
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Laggy Blazko on February 12, 2012, 07:15:18 PM
Wagh! *punches himself*
I found that search option seconds after leaving the forums and i couldn't come back to say that.
Thanks anyway. :D
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on February 13, 2012, 09:03:15 PM
Quote from: "Knux"
Yes, it is the same script, Rozark. All you need to do is change the number values. It's actually easy to understand! I'll copy/paste it from the link Lego provided:

216:Sector_SetGravity (tag, ipart, fpart)


    tag: Tag of affected sector
    ipart: Integral part of the gravity multiplier
    fpart: Fractional part of the gravity multiplier

Sets the amount of gravity in a sector. The actual formula used is sv_gravity * (ipart + fracpart * 0.01). sv_gravity is a cvar that defines “normal” gravity. So Sector_SetGravity(1, 0, 50) would set a sector to half normal gravity, Sector_SetGravity(1, 2, 0) would be double normal gravity, Sector_SetGravity(1, 1, 0) would be normal gravity, etc.


Which means that saying something like (sector tag, 1, 50) means that I am giving the sector with the respective tag 1.5 times the normal gravity. Thanks for this, Lego! I probably should visit that place more often and see if I can come up with some scripts of my own.  :)

Ok, but will it work only when someone is underwater, or will the whole sector be affected regardless? (i dont want people jumping with low grav above the lake lol)


EDIT: is there also a set gravity im supposed to have for the map so you don't jump really far? (because at the moment you can clear a huge waterfall with a single bound >_>)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on February 13, 2012, 10:12:12 PM
Quote from: "Rozark"
Ok, but will it work only when someone is underwater, or will the whole sector be affected regardless? (i dont want people jumping with low grav above the lake lol)

EDIT: is there also a set gravity im supposed to have for the map so you don't jump really far? (because at the moment you can clear a huge waterfall with a single bound >_>)
Those are interesting questions. I theorize the following:

- Tagging the dummy sector with low gravity might transfer it to the respective underwater segment. Don't know if it will, but try it out!
- Like I said before, this is how gravity works:

(sector tag, 1, 0)
I am giving the sector a normal gravity setting.

(sector tag, 3, 0)
I am giving the sector 3 times the gravity.

(sector tag, 0, 50)
I am giving the sector half the normal gravity. Perhaps...

Go ahead and give it a try. It's the best way to find out.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on February 13, 2012, 10:31:46 PM
ill see what happens/mess around with it for abit.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: LlamaHombre on February 14, 2012, 07:18:43 PM
This is probably the easiest question ever

How do you make a wall kill you?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on February 14, 2012, 11:34:29 PM
off the top of my head, im thinking you would need to have 2 walls close in and crush, or give it the instant death tag, if thats even possible for a wall.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Gummywormz on February 15, 2012, 12:40:27 AM
Player bumps. Thing damage (action 119). Repeatable action. Set to whatever.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on February 15, 2012, 03:53:00 AM
Quote from: "Gummywormz"
Player bumps. Thing damage (action 119). Repeatable action. Set to whatever.

i was close.. sorta.. >.<
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Duora Super Gyro on February 15, 2012, 11:04:13 AM
I really need help doing MM8BDM styled water, can someone please tell me how?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Donutyoshi on February 15, 2012, 12:37:10 PM
I do remember myself making water in MM8BDM, but I also remember how painful it could be to add them.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on February 15, 2012, 01:42:55 PM
you have to use transfer heights, it's not all that bad when you know how to do it, but it is miserable when you don't

I cannot give a full in-depth tutorial at this time, sorry
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on February 15, 2012, 08:55:38 PM
However, I can give one to my best knowledge:

1. select the sectors you want to have water with. give it a tag number. (1)

2. Make sure the floor of this area is the BOTTOM of the water. you will be walking on this. also give it a water texture. (the floor will be water, and players looking down on it will see water)

3. create a dummy sector (a sector outside the map, often in a triangle shape. this will never be seen by players)

4. in visual mode (by hitting w), go to the DUMMY sector that you just created. resize the ceiling so its the same ceiling height in the area you want water. (the area you want to have water's ceiling number), and give it the texture of water. (players will be looking up at this). For the floor, raise/lower the floor to wherever you want the surface to be. id recommend putting it a little bit below the actual ground, so it isnt level with ground and its clear that its water. As for textures,make it whatever texture you want the oceanfloor to be.

5. exit visual mode. select ANY one of the three lines of the dummy sector (assuming you made a triangle). give one of them the property: transfer heights. where it says tag, give it the tag you gave the water area (1).

This SHOULD work.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: BiscuitSlash on February 19, 2012, 01:50:13 PM
See the tutorial map provided in the first post. Study the whole map closely and it should work.

Also, I want to include a script that only happens when a certain number of players are in the game. What code should I use? I haven't found anything usable in other wads or the zdoom wiki.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Gummywormz on February 19, 2012, 04:06:29 PM
Use playercount: http://zdoom.org/wiki/PlayerCount (http://zdoom.org/wiki/PlayerCount)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: BiscuitSlash on February 19, 2012, 06:58:46 PM
I tried that earlier, but I couldn't seem to use it correctly.

What I'm trying to do is make the music activate depending on the amount of frags and players. If there are more than 2 players, a music plays when 5 frags away from the fraglimit, and if there are 2 players, a different music plays when at 1 frag from the fraglimit. Basically I'm trying to make it duel mode friendly. My maps may suck to you kids, but at least I care about them!!!!

Here's what I've done so far. I've been changing many things such as positioning, terminate codes for the playercount, enter instead of void etc. but I can't get it to work correctly.
Code: [Select]
Script 10 (void)
{
if(PlayerCount()<=2)
if(PlayerFrags() == GetCVar("fraglimit") - 5){
SetMusic("DEMBOSS",0);
terminate;
}
Delay(1);
restart;
}

Script 11 (void)
{
if(PlayerCount()>=3)
if(PlayerFrags() == GetCVar("fraglimit") - 1){
SetMusic("DEMBOSS3",0);
terminate;
}
Delay(1);
restart;
}
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on February 26, 2012, 05:47:31 PM
ok, so i found out that you can transfer gravity the same way you transfer heights. but, im confused with the whole gravity integral/fractional thing, and transferring via sector tag. could someone provide an example on how to do this please?  (preferred with a half gravity example) sooner i get this, the sooner i can post area a, as this and placing "things" are the only things that i have to do left <_>
Title: Re: How do "I" do THAT in Doom Builder?
Post by: HD_ on May 04, 2012, 11:30:52 PM
Sorry for the relatively large bump, but I felt it necessary.

How do I make sectors move up and down?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: fortegigasgospel on May 04, 2012, 11:56:01 PM
Quote from: "Human Destroyer"
Sorry for the relatively large bump, but I felt it necessary.

How do I make sectors move up and down?
Answered over skype but I'll put it here for other people too.

<Ceiling/Floor>_<Raise/Lower>byvalue(<tag>, <speed>, <height>);

and put it into a "Script # OPEN"

Remember you will all want a raise and a lower, so that it goes back to how it was, and have a TagWait(<tag>); in there too so it won't change until that tag is done doing what it needs to.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Super Bondman 64 on May 28, 2012, 08:18:41 PM
Hey guys!  Do you know if there's a way to make a floor-switch sort of sector that can turn a Fire Trap on and off depending on whether you're standing on it?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Myroc on May 28, 2012, 08:37:40 PM
Quote from: "Super Bondman 64"
Hey guys!  Do you know if there's a way to make a floor-switch sort of sector that can turn a Fire Trap on and off depending on whether you're standing on it?
Sounds perfectly possible using an ACS script triggered by an Actor Hits Floor that lower the switch into the ground and raises a hidden wall with a Fire Trap behind (or just spawning a Fire Trap spawner actor in a certain spot).
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on May 29, 2012, 07:04:13 AM
I have an underwater sector in 4MI Dive Man's map. I want the hallways there to have lights that flicker. However, the Light Flicker effect in DB2 makes the flickering inconsistent among the sectors. Is there a way for all of the sectors's lighting to flicker at the same rhythm?

I also checked the ZDoom Wiki for this, but I found nothing helpful.

EDIT: Oh look. I just found out I can't even get the lights to flicker.

Now that I think about it, a script for the light values to change in the sectors back and forth every few seconds would be great. As in, one moment it gets darker, and the other it goes back to 255 lights.

Moar EDIT: Guess what! I just made up my first script. And it works!  :D
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Super Bondman 64 on May 29, 2012, 03:33:40 PM
Thanks, Myroc!  That's a big help.  :cool:

Also, nice work, Knux!
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on May 31, 2012, 05:55:42 AM
Okay, here is one I actually can't figure out: I want to make a continuous vacuum effect that pulls you towards the ceiling in the assigned sector. Any ideas?

EDIT: ...I figured it out. Here's what it did: combine a negative gravity script with an Actor Enters Sector thing that had the Thing Thrust Z property. This is because negative gravity only does not appear to sweep you off from the floor by itself. This is the script by the way, for those of you that are curious:

script 2 OPEN
{
Sector_SetGravity(tag,-2,0);
}

The tag is where the sector tag goes and the -2 indicates negative gravity at double power. The 0 is like a .0 in the script. That means that if it was 5, I would have -2.5 times negative gravity in the tagged sector the script is supposed to affect. Just remember that Thing Thrust Z actor, or no vacuum effect.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Super Bondman 64 on June 07, 2012, 11:01:18 PM
So, I'm having two problems with a map right now, but my experience in ACS is very minimal, so they may be due to something really simple that I don't know about yet.  First, I'm trying to make a track for the HangingTire objects from Turbo Man's level to follow.  I made some Map Spots that I use to spawn the tires at the start of the map with SpawnProjectile, and I'm trying to use a linedef with the action "Script Execute Always", and a script that calls something like
Code: [Select]
if(turn==1){SetActorVelocity(ActivatorTID(), 40,0,0, FALSE, TRUE);}with an argument.  I think this is basically the same as how Turbo Man's Roaders work, but I set the linedef action to be triggered when "Projectile hits or crosses," instead of a monster crossing.  For whatever reason, though, the tires don't seem to turn, but just keep going and disappear when they hit the wall.  Does anyone have any ideas as to what the problem might be?

My second issue was that I was trying to spawn TurboRoaders, with something like this.
Code: [Select]
Spawn("TurboRoader",-4190,0,216,0,64);This code doesn't seem to do anything yet, though, and I'm not really sure why.  Thanks for your help!

EDIT: Never mind, I think I got it figured out.  :p
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Jakeinator on June 13, 2012, 09:56:04 PM
Small bump which isn't that much of a bump, but i really need help. I'm going sound like a noob but how do you do 3d floors?
EDIT: never mind i figured it out on my own.
EDIT2: Ok so i have a 3D floor over a pit of lava, but when i fall in the lava directly under it i don't die. Mainly because the sector tag is taken up because of 3d floors.
EDIT3:Nvm figured that out.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hallan Parva on June 15, 2012, 08:00:29 PM
yo whadup


Is it possible to add / remove pickups (like health and weapons) through scripts or something? For example, say there's a grassy area with two large Weapons Energy items and Leaf Shield on it. If a map had a script to change the texture to a snowy area, is there a way I could remove the current items and replace them with, say, two large Health Capsule items and Ice Slasher?

And, even better, would it be possible to do this in reverse (take away the snow stuff and put the leafy stuff back)?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on June 16, 2012, 12:07:01 AM
Spawn or SpawnSpot to bring the thing in, and thingremove to get rid of it, as you need to give them TIDs to do stuff anyway
If you want a more in-depth explanation, then PM me
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Jakeinator on June 17, 2012, 03:08:46 AM
quick question, how do you add transparency to a line texture?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Korby on June 17, 2012, 04:31:13 AM
Do you mean like a window?
Try whichever CTF Map is Underwater Base.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on June 17, 2012, 05:14:25 AM
"The typical answer is "Go look at another map". Rather than look at a large map and try to figure out what does what, we can post a map that say, has a square room, a skybox, and that's it. Make it a lot easier for newbies to see and experiment with these simple maps."

The first post. In other words, I think our answers are getting a wee bit lazy..
Title: Re: How do "I" do THAT in Doom Builder?
Post by: fortegigasgospel on June 17, 2012, 05:22:20 AM
Quote from: "Rozark"
"The typical answer is "Go look at another map". Rather than look at a large map and try to figure out what does what, we can post a map that say, has a square room, a skybox, and that's it. Make it a lot easier for newbies to see and experiment with these simple maps."

The first post. In other words, I think our answers are getting a wee bit lazy..
I often learn how things work by extracting maps out of the core and looking at them, but that doesn't answer everything and the maps can be complex in trying to find what you need. So I support this idea.  I don't remember where but I have a map showing bridges 3D floors and ramps somewhere on the forums which is simple and made solely to be reviewed for mappers to learn about them
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on June 19, 2012, 09:13:46 PM
So, I'm having the following issue:

I seem to have an issue I've never had when mapping
[5:08:26 PM] Knux: MAPINFO is ignored by the map, no matter what. It's incredibly annoying.
[5:08:46 PM] Knux: I've even went and re-made it a few times to make sure everything is in order, and nothing.
[5:09:09 PM] Knux: Gravity is ignored, the music won't play, and the name won't display even though I clearly did everything as I usually do.


Any idea what could be going wrong? This is the first time I encounter an obstacle of this nature. This is a new map I'm working on, by the way.

EDIT: Mess helped me fix it. hurrr~
Title: Re: How do "I" do THAT in Doom Builder?
Post by: fortegigasgospel on June 19, 2012, 11:35:53 PM
Well you fixed it but its probably best to answer you so this doesn't come up again.

Double check to make sure your mapinfo is using the Mapcode before the "<map name>"  You will see your map code in the map with slade open.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hallan Parva on June 20, 2012, 12:32:45 AM
Not really a Doom Builder question but it applies to maps, so...


Is it possible to play a mode like Invasion or Survival on a Deathmatch map? Would you need anything special to do so?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: fortegigasgospel on June 20, 2012, 01:40:47 AM
Quote from: "SmashBroPlusB"
Not really a Doom Builder question but it applies to maps, so...


Is it possible to play a mode like Invasion or Survival on a Deathmatch map? Would you need anything special to do so?
Invasion would need what ever starts the mode uses and spawns for the monsters, probably script and things that I don't know.
I don't know how DOOM Survival works but its probably similar, spawns and scripting.

So if you add the required things to a deathmatch map yea its perfectly capable.  Though Invasion maps need to keep in mind that it will be monsters being fought.  So maps like Bubble, Dive would not be good, where Tomahawk could work well.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Laggy Blazko on June 20, 2012, 01:53:43 AM
For survival, the monsters can be placed manually. You'll also need a map exit or an exit script. It's co-op with lives.

Unless you're talking about survival invasion, which is invasion with lives...

(I think i've seen maps that can be played on Co-op, Deathmatch and CTF)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: fortegigasgospel on June 20, 2012, 02:06:49 AM
Also there is the issue of no monsters are defined.  The Spirits (the flying skulls) show up as Skull Man and the shoots of the Concol Demons (the flying red ones) show up as Ballads, but otherwise they are invisible.  I had actually thought of replacing their sprites with Megaman enemies, like Watchers would replace Concol Demons and so on and so forth.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Laggy Blazko on June 20, 2012, 02:13:42 AM
Err... Cacodemons.

Well, monsters can be defined using DECORATE. I think some people made some enemies for invasion/co-op wads (finished or not =P). I'd ask them for permission to use them.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hallan Parva on June 20, 2012, 02:32:24 AM
I was originally going to have a Survival mode for AwNet, but after some talk it was too similar to Lego's Versus Saxton Hale mod so the team dropped it. However, bouncing around the idea led to a few interesting things that might be added in the next build of VSH, so it wasn't a total loss.

Thanks for the assistance guys!
Title: Re: How do "I" do THAT in Doom Builder?
Post by: OrangeMario on July 24, 2012, 03:46:36 AM
(doombuilder)
How do I--

Create a Polyobj sliding door, using 3d floors, or create a Polyobj sliding door that doesn't require you to only use closed linedefs/walls, but like a moving "platform"?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: fortegigasgospel on July 24, 2012, 03:54:57 AM
Quote from: "OrangeMario"
(doombuilder)
How do I--

Create a Polyobj sliding door, using 3d floors, or create a Polyobj sliding door that doesn't require you to only use closed linedefs/walls, but like a moving "platform"?
I think you can't make them slide sideways. Moving up and down yes.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hallan Parva on July 25, 2012, 06:00:00 PM
This is regarding cameras, like the "television" seen in CSCM's "The King's Dimension".

First, is it possible to have a camera point in any direction? For example, could I have a camera that points sharply to the ground to show things from an almost top-down perspective?

And second, can I apply a camera viewpoint (read: "television" screen) to a floor or ceiling, or am I forced to display them on walls?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hallan Parva on August 14, 2012, 09:03:16 PM
My previous question's been answered, but now I have a new one.

Is it possible to force a player to face a certain direction through an object or a sector? For example, let's say someone was making a Sonic-themed map and they put some speed pads on the floor. Would it be possible to make a pad that thrusts the player north to force the player to face north when they touched it? And, would this sort of thing be better as a floor action (like Metal Man's conveyors or Gyro Man's jump fans) or as an actor instead?

I know it's not really a Doom Builder question but it relates to maps, and it's not exactly a weapon question either, so this seemed like the most fitting place to post.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: DarkAura on August 15, 2012, 07:29:37 AM
I'm working on a few script functions that moves multiple 3D floors up and then down after a set time. If someone gets underneath it while the floors descend, then it's possible that the floors can screw up. So is it possible to make 3D floors "crush" people or would ot be better if I made them into columns instead?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Korby on August 15, 2012, 01:49:12 PM
Have you considered looking at Missile Base (IDM25)? It has an elevator that kills you.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Ivory on August 15, 2012, 03:51:53 PM
It's not actually a function as much as I timed a delay to kill anyone under it.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Messatsu on August 15, 2012, 05:11:06 PM
Quote from: "SmashBroPlusB"
My previous question's been answered, but now I have a new one.

Is it possible to force a player to face a certain direction through an object or a sector? For example, let's say someone was making a Sonic-themed map and they put some speed pads on the floor. Would it be possible to make a pad that thrusts the player north to force the player to face north when they touched it? And, would this sort of thing be better as a floor action (like Metal Man's conveyors or Gyro Man's jump fans) or as an actor instead?

I know it's not really a Doom Builder question but it relates to maps, and it's not exactly a weapon question either, so this seemed like the most fitting place to post.

Code: [Select]
SetActorAngle(0.25, ActivatorTID());
This will force whatever actor that triggers the script to face north.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Balrog on August 18, 2012, 04:32:30 PM
UDMF teleports, how do they work? I've got the line special set up with tagged destination things and the "Player walks over" flag, but nothing happens when I walk over it.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: OrangeMario on August 25, 2012, 06:20:20 AM
Is there a way to make polyobjects (namely walls) or have decorate/weapon items (like guts platforms, dissapearing heatman blocks, etc. ) force push players in a continuous direction? (hopfully ignoring collision with walls, and continuing past it)

My goal was to make a auto-scroll like map that would have the boundery walls crush players if they get caught between a wall, and the boundery wall, similar to how
 this works at 4:42
(click to show/hide)
but with transparent walls to see whats ahead, &
This as main concept.
(click to show/hide)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on August 25, 2012, 02:16:01 PM
that isn't exactly a polyobject...

But yea...it looks like what you want is a moving wall, which is a polyobject.
While I have messed around with those, I do not have much info on them.
I know that you cannot stand on top of them, they have infinite height and can function as columns, they use control sectors, (and non-sectors) and they use an angle to identify separate ones.

I suggest you look at the polyobj test map on the ZDoom wiki, the map is provided. It uses Doom Textures, so you might want to retexture it.

As far as UDMF...what makes it better than Doom Builder...?
I know how teleports work on Doom Builder but I know absolutely nothing about UDMF or even what it is...
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Beed28 on August 25, 2012, 04:09:17 PM
Although I would like to point out that the PolyObject code was rewritten in ZDoom to be far more flexible, which means PolyObjects have far more limitations in Zandronum until they backport the new PolyObject coding.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Jakeinator on September 14, 2012, 03:19:21 PM
Hey I'm making a map with Okami music, and i want to make the boss victory theme play after the frag limit is reached (like in the IX pack). How would one go about this?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Beed28 on September 14, 2012, 04:49:01 PM
Try this; I got it from the CSCM map pack. Put this at the end of the level's script:

Code: [Select]
str BOSSSONG = "MM2BOSS"; //Put the boss music here
str VICSONG = "MM2VIC"; //And this is your victory music
int Maxfrags;
Bool BossMusic;

script 203 (void)
{

int modeofplay = ACS_ExecuteWithResult(975);
int IsTeamGame = ACS_ExecuteWithResult(975,1);

Switch(modeofplay)
   {
   Case 0: // DM / TDM
   Case 5: //Terminator too!
   if(GetCVar("fraglimit") <= 5){terminate;}
   If(IsTeamGame==0)
      {
      if(PlayerFrags() <= maxfrags){terminate;}
      maxfrags = PlayerFrags();
      }
   If(IsTeamGame==1)
      {
      If(BlueScore() <=maxfrags && RedScore()<=maxfrags){Terminate;}
      If(BlueScore() > maxfrags){maxfrags=BlueScore();}
      If(RedScore() > maxfrags){maxfrags=RedScore();}
      }
   if(MaxFrags >= GetCVar("fraglimit") - 5 && BossMusic==False)
      {
    SetMusic(BOSSSONG);
      BossMusic=True;
      }
   if(MaxFrags >= GetCVar("fraglimit"))
      {
    SetMusic(VICSONG);
      }
   break;
   Case 1: //possession
   break;
   Case 2: //LMS / TLMS
   break;
   Case 3: //Duel
   if(GetCVar("fraglimit") <= 1 || PlayerFrags() <= maxfrags){terminate;}
   maxfrags = PlayerFrags();
   if(MaxFrags == GetCVar("fraglimit") - 1 && BossMusic==False)
      {
    SetMusic(BOSSSONG);
      BossMusic=True;
      }
   if(MaxFrags >= GetCVar("fraglimit"))
      {
    SetMusic(VICSONG);
      Delay(35*6);
      SetMusic("*");
      }
   break;
   Case 4: // CTF
   break;
   }
}
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hallan Parva on September 22, 2012, 09:31:11 PM
Is it possible to make a sector react to what game mode's being played?

Like, for example, if there's a round of LMS then walls would raise to seal camping locations before the round starts.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Myroc on September 22, 2012, 10:12:27 PM
Code: [Select]
SCRIPT 1 OPEN
{
    if(GetCvar("lastmanstanding") == 1 || GetCvar("teamlms") == 1)
    {
        //Do whatever you want to happen specifically during LMS upon the map being loaded.
    }
}

Alternatively:

Code: [Select]
int gamemode = ACS_ExecuteWithResult(975);

SCRIPT 1 OPEN
{
    if(gamemode == 2)
    {
        //Do whatever you want to happen specifically during LMS upon the map being loaded.
    }
}

Script 975 is a global script included in the vanilla core that checks the game mode and returns a number depending on the mode:

0 - Deathmatch
1 - Possession/Team Possession
2 - LMS/TLMS
3 - Duel
4 - CTF/1-Flag CTF/Teamgame
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Tengu on September 30, 2012, 08:15:44 PM
Uh yeah so, Im having some trouble with the positioning of a linedef texture. It looks normal in Doombuilder, but when I actually test it it looks messed up.


In Doombuilder:
(click to show/hide)


In Game:
(click to show/hide)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Max on September 30, 2012, 08:20:25 PM
Oh you mean the grass

Click Lower Unpegged on the linedef
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Tengu on September 30, 2012, 08:26:33 PM
When I did that, the grass just flat out disappeared.


EDIT: Nevermind, fixed it.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Myroc on October 01, 2012, 01:51:20 PM
Doom Builder's visual mode lies when rendering mid-textures with offsets. It's rather annoying, yes.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Beed28 on October 03, 2012, 05:37:32 PM
How do I make a script set a sector tag? For example, I want to set the sector tag of a skybox to 256, but without editing the map. Can this be done?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on October 03, 2012, 05:48:15 PM
Not sure if it can be done...I haven't seen a method of doing so...
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hallan Parva on October 05, 2012, 04:53:46 AM
Is there any way to emulate fog effects in a map? I want to make a map based on Turtle Bridge (http://www.youtube.com/watch?v=uSLuW_k16Zc&feature=related) and it'd be cool to have a cloudy fog cover the bottom of the map to make the whole thing feel high in the sky. I think I saw this in a few custom maps but I wasn't sure.

On a related note, is there a way to make 3D Floors kill you?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hilman170499 on October 09, 2012, 05:06:21 PM
As a novice at mapping, I have lots of questions but I'll only ask a few for now.

1) How do you make skyboxes?

What size do they have to be?

In which part of the map should I put it?

Edit: If you answer "Refer to another map", I already did but it does not work when I made a skybox myself.

2) How do you make invisible walls. I don't mean textures with transparency. I mean the walls are transparent, like an open outdoor area, in which you can see the sky.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Duora Super Gyro on October 10, 2012, 04:25:42 PM
1. you need to make a secter outside the actual map, this will be the skybox. it should be big enough for whatever texture your using for the sky.
Place the textures down in the secter and place a skybox viewpoint thing (9080) in the middle, it can be found by opening up the things menu and looking in the cameras and interpolations section. it should at the bottom of that list. Next you need to change the cieling texture in the actual map that you want to be the sky to F_SKY1. That should be it.

Edit: the skybox can be anywhere as long as it isnt connected to the actual map people will be playing on.

2. For a solid wall you dont want anybody to go through, simply make a linedef which will be the wall, right click it, and check the Impassable box in the settings part under the properties tab.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on October 17, 2012, 10:24:08 PM
Is it possible to create a map that the water rises over time, including sectors that don't have water textures over them to begin with? (The whole map slowly floods upwards over time and stops at a certain point)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hallan Parva on October 17, 2012, 10:51:26 PM
I know it's possible, as the CSCM map "Bass Kolosseum" does it. I just don't know how to do it.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Beed28 on October 17, 2012, 11:37:29 PM
I think Bass Kolosseum uses a moving 3D floor for that, because I remember the water surface being transparent as well.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on October 17, 2012, 11:46:00 PM
Alrighty, but would it create low gravity as well?

EDIT: Checked file in Slumped and it does, but how would I even begin to implement it? I have very little programming knowledge (Just copying/pasting scripts) and No 3d floor knowledge. :/
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Messatsu on October 18, 2012, 12:14:43 AM
The moving floor in CSCM03 is not too hard to implement, but it does require ACS (which you would need anyway since you're going to be raising / lowering the water).  I'm not sure if it would work with transfer heights but it's worth a shot.  Talk to me over Skype and I'll help ya implement it.  

The short version on how the ACS works is that there's an actor in the control (3d floor) sector that checks the sector's ceiling.  The water script then uses that number to determine if the player is under it or not.  (Notice the map has 2 yashichis....one is in that sector)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on November 02, 2012, 01:49:37 PM
Bumped, hurr.

How do I make breakable windows? I've seen the option, but no idea how to handle it.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hilman170499 on November 04, 2012, 05:09:49 AM
I got more questions.

1) How do you make animated walls and floors?

2) How do you make conveyors, as in floors that move the players? Tell me the script please?

3) How do you make a ledge? As in a platform in which you can go over AND under.

4) How to make slopes?

5) How to add different textures in the same LINEDEF? Example : The cliffs on Hard Man's map have those green rails.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Duora Super Gyro on November 12, 2012, 08:44:12 PM
3) First you'll need to make a dummy sector( a sector outside the map that you cant get too, just make it a square) next, click on one of the walls and edit its action, select sector, and then sector 3d floor. or just put in 160.
next match the tag with the sector you want the ledge you want the platform in. the platform  will be just like the dummy sector, it will be the same hight and everything. On the wall with the action, change alpha to 255 or it will be invisible, and then change type to solid.

4) select one of the linedefs of the side you want the ledge to goes upward or downward and set the action to plane, then plane align slope, or put in 181. on the same line, change align floor to front/back and then test, if its not right, change the front/back part.

5) im not exactly sure what you mean by this, if your talking about the light green pillars, simply insert a vertice into the line and change the one side of the line.

Thats all I know.
Now for my question:

I was wondering if its possible for me to make it so if you shoot something, you get time stopper, if this is possible, how can I do this?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hilman170499 on November 13, 2012, 05:47:21 AM
Quote from: "Duora Super Gyro"
5) im not exactly sure what you mean by this, if your talking about the light green pillars, simply insert a vertice into the line and change the one side of the line.

I mean like this:

(click to show/hide)

Notice the snow. I think the answer has something to do with sidedefs but I do not know how to control it.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Korby on November 13, 2012, 06:07:23 AM
That's just the texture. You'll have to make your own texture to do the same thing.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Zard1084 on November 13, 2012, 06:08:05 AM
How do you make bridges like the one's here? (yes i'm new at map making)

(click to show/hide)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Korby on November 13, 2012, 06:08:51 AM
Quote from: "Duora Super Gyro"
3) First you'll need to make a dummy sector( a sector outside the map that you cant get too, just make it a square) next, click on one of the walls and edit its action, select sector, and then sector 3d floor. or just put in 160.
next match the tag with the sector you want the ledge you want the platform in. the platform  will be just like the dummy sector, it will be the same hight and everything. On the wall with the action, change alpha to 255 or it will be invisible, and then change type to solid.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Zard1084 on November 13, 2012, 06:10:59 AM
Ok thanks Korby (sorry for being a noob)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Tengu on November 13, 2012, 06:12:32 AM
Regarding 3D floors, it's always been an annoyance for me to have to keep testing the map in Skulltag to see if the floor looks the way I want it. Is there a way to view how it looks without having to test the map?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Ivory on November 13, 2012, 06:23:19 AM
GZDoom View is your best friend. (https://dl.dropbox.com/u/33338072/GZDoomBuilder2.zip)
Just override your DB2 folder with this one. To set it up.

Open it up as normal. Then...

Step 1.
a) Go to Tools, preferences.
b) hit the controls tab
c) Scroll down to the views section.
d) click visual mode and clear it.
e) near the top is gzdoom visual mode, set that to the key visual mode was. Or something else if you set it up differently.

Step 2.
a) Go to Game Configurations
b) Click "Skulltag (Doom in Hexen Format)"
c) Click the modes tab
e) Uncheck visual mode
f) Check GZDoom Visual Mode

And tada, you now can see 3D Floors in visual mode. And slopes. and a few other things. Just keep in mind all your old settings are going to be gone. So you'll have to re-set that up too. But a small price to pay for the ability to see 3D Floors in real time.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hallan Parva on November 13, 2012, 06:42:26 AM
There's one other problem, and that's the inability to see team-based spawns like CTF flags and Team Player Spawns.



... No I'm completely serious, GZDoom Builder doesn't have ANY of it. I know, it certainly caught me off guard the first time.

You'll have to manually add the thing numbers or temporarily jump to standard Doom Builder to add them.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Ivory on November 13, 2012, 06:45:50 AM
I'm not sure what you mean. I can still see them just fine without manually adding them. They lack the sprite, but as long as you set thing mode to include the bounding boxes, it's fine. (the command for things is T. Just toggle it until everything is boxed)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hallan Parva on November 13, 2012, 07:12:15 AM
I meant in the thing picker, they don't show up at all. In DB they're defined (type, sprite, everything) but in GZDB the entire category for team games doesn't show up, and in the Visual Mode they show up as "?" blocks with their thing type "undefined". Yeah, you can still see the relative positions and move 'em around and what-not, but it's still a bit of a pain.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Ivory on November 13, 2012, 07:15:01 AM
Oh. I think I know what you mean. But no, this isn't the GZDoom Builder (which is an entirely different build). This is a GZDoom View for regular Doom Builder 2. All the categories you refer to still exist in it. Which is why I recommend this over the GZDoom Builder.

Mr. X had this same problem when he tried GZDoom Builder, and when he used what I provided, it worked just fine.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Duora Super Gyro on November 13, 2012, 12:05:07 PM
I was wondering if its possible for me to make it so if you shoot something, you get time stopper, if this is possible, how can I do this?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: TheBladeRoden on November 15, 2012, 07:25:18 AM
Quote from: "Ivory"
GZDoom View is your best friend. (https://dl.dropbox.com/u/33338072/GZDoomBuilder2.zip)
Just override your DB2 folder with this one. To set it up.

Open it up as normal.

This just gets me a "Doom Builder has stopped working"
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Ivory on November 15, 2012, 07:44:52 AM
Did you already have Doom Builder 2 installed? You need to override it with this one.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on November 15, 2012, 06:40:35 PM
Quote from: "Knux"
How do I make breakable windows? I've seen the option, but no idea how to handle it.
And there is also an option to create poison damage that builds over time when entering a sector. I've used it before, but I don't know if I executed it correctly.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Laggy Blazko on November 15, 2012, 07:40:48 PM
Quote from: "Duora Super Gyro"
I was wondering if its possible for me to make it so if you shoot something, you get time stopper, if this is possible, how can I do this?
You mean shoot a wall/switch or an actor?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Duora Super Gyro on November 15, 2012, 10:31:40 PM
a wall or switch.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Laggy Blazko on November 16, 2012, 02:01:55 AM
Make a linedef get triggered when it hits a projectile and execute a script that gives time stopper using GiveInventory (http://zdoom.org/wiki/GiveInventory).
Title: Re: How do "I" do THAT in Doom Builder?
Post by: TheBladeRoden on November 16, 2012, 09:31:52 AM
Quote from: "Ivory"
Did you already have Doom Builder 2 installed? You need to override it with this one.

indeed I did
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hilman170499 on November 26, 2012, 04:46:08 AM
How do you make something like this?

(http://i.imgur.com/Afx9V.png)

As in an invisible LINEDEF. When I tried to do it myself, I get the error-y space with glitched sprites.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Donutyoshi on November 26, 2012, 04:23:09 PM
Enable Impassible on the line. Should do it.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hilman170499 on November 27, 2012, 01:28:23 AM
Well, I know that. I mean the sky. How do you do THAT? When I attempt one myself, it beceoms the wierd space thing.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: LlamaHombre on November 27, 2012, 01:30:34 AM
Line Horizons?

Make a skybox, set the linedef action number to 9 on the in game sky lines, and adjust the skybox as needed.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on November 27, 2012, 05:10:23 PM
And remember to place a Skybox Viewpoint thing on the skybox. Raise it 8 units to prevent a hall of mirrors bug.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: -FiniteZero- on November 28, 2012, 04:13:12 PM
Okay, new question, not sure if it has been asked before. I tried checking the mm8bdm-v2c pk3, and the "unknown" map within it, and it hasn't helped he at all. How does one create a bot rush?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Beed28 on November 28, 2012, 04:24:46 PM
Quote from: "-FiniteZero-"
Okay, new question, not sure if it has been asked before. I tried checking the mm8bdm-v2c pk3, and the "unknown" map within it, and it hasn't helped he at all. How does one create a bot rush?
There is no public source for the scripts in the Unknown map, I'm afraid. However, King Yamato's classes mod includes a bot rush map of its own. Prehaps you can look in there and see how he did it.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: -FiniteZero- on November 28, 2012, 04:27:36 PM
Quote from: "Beed28"
Quote from: "-FiniteZero-"
Okay, new question, not sure if it has been asked before. I tried checking the mm8bdm-v2c pk3, and the "unknown" map within it, and it hasn't helped he at all. How does one create a bot rush?
There is no public source for the scripts in the Unknown map, I'm afraid. However, King Yamato's classes mod includes a bot rush map of its own. Prehaps you can look in there and see how he did it.

I tried that. Nothing I could find there, either.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Beed28 on November 28, 2012, 04:39:52 PM
... goddammit. >_<

Then your best hope is to study my Custom Boss Demonstration thingy (http://www.cutstuff.net/forum/viewtopic.php?f=37&t=3109), and see if there's anything you could study from it. One of the bosses in it (Proto Man) is a bot, but it's only just one and he has a specially designed weapon equipped and visible lifebar. It's not exactly what you're looking for, but studying it should help you get started to making a bot rush.

If not, then prehaps you could ask CutmanMike or KY on how they did it.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on November 30, 2012, 01:19:16 PM
I've been wondering all week, but... how can I make an air current that pushes players back a lot when in midair. It can be done since I've seen it happen. I just don't know how.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Donutyoshi on November 30, 2012, 04:30:59 PM
I think there was a Wind properties in the sector options.

It's not like on how it's done in Cloudman, but its what you kinda want.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hilman170499 on December 01, 2012, 06:11:58 AM
Question yet again:

How do you make a slippery floor?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: fortegigasgospel on December 01, 2012, 03:19:06 PM
I think I've done this one, once. Can't remember, if I have its in my classic warfare pack for Crystal Mine. If not, I would like to know too.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: DarkAura on December 01, 2012, 03:47:29 PM
Set the sector's "Special Effects #" to 79.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Galactan on December 03, 2012, 07:35:03 AM
Question: how do you make the stage go pitch black, then relight?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: fortegigasgospel on December 03, 2012, 01:43:15 PM
If you mean like in Brightman's map thats a texture change. You need to script it in acs to change all of a certain texture to a different texture then back.  If you ever look thats why there are so many different Black textures that are all the exact same. It is so when they change back to lit they don't all become the same texture thus messing up the whole map.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Caprice on December 15, 2012, 08:01:27 PM
Question:

Is there a way to scale a map up easily, and if so how do I do that?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Stardust on December 16, 2012, 08:07:55 AM
I can't access to DB right now, but I know there's an option to resize ("scale", like you're saying)
Go into the sectors or linedef mode, and select all the sectors/linedefs of your map (or press CTRL + A, it's a shortcut that will do it for you).
Then press SHIFT + R, and it should pop-up a window where you could specify in percentage the scale.
If it doesn't appear, have a look in the menu Edit, look for some option called Resize.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Duora Super Gyro on December 20, 2012, 11:26:00 AM
Im trying to make an invasion map but I cant get the monsters to spawn. can someone please tell me how.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: leoalex50 on December 20, 2012, 11:32:26 AM
Quote from: "leoalex50"
yea like in doom2 inv maps
look in the skull tag maps^
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hilman170499 on December 27, 2012, 06:02:32 AM
More question:

How do you make fences? If you know an answer, please tell me how to control the height as well. By the way, 'fence' means those really thin walls which have the area(in terms of size) of a line. For example, the bars in the hallway with the the E-Tank in MM1DW1 and the new railing in MM2AIR.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: fortegigasgospel on December 27, 2012, 03:51:48 PM
Quote from: "Hilman170499"
More question:

How do you make fences? If you know an answer, please tell me how to control the height as well. By the way, 'fence' means those really thin walls which have the area(in terms of size) of a line. For example, the bars in the hallway with the the E-Tank in MM1DW1 and the new railing in MM2AIR.
Depends, there is two kinds. shoot throughable or non-shoot throughable. One of them uses line def action (one of it's options is fence), as for the other I don't remember off the top of my head. For both click bottom unpegged to get it on the floor.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hilman170499 on December 29, 2012, 02:57:05 PM
Another one:

How to make ladders?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: fortegigasgospel on December 29, 2012, 11:44:31 PM
Quote from: "Hilman170499"
Another one:

How to make ladders?
I don't remember the action number, but look for "Thing Thrust Z" set it to 15 force (that is what is used by vanilla maps) set to when player bumps and repeatable.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hilman170499 on January 05, 2013, 10:34:32 PM
Guess what? More questions...

1) How do you make death hazards like lava and water? I know there is an option for "instant death" but I think the obituary would be "%o died".

2) How to make teleports?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Donutyoshi on January 06, 2013, 07:42:02 AM
1) There was something with the Script feature, and tags with a sector. I can't remember the Script directly.

2) You need these two things. A teleport object with a certain tag number. And a 'player enter/hits sector'. And you should probably change the effect to Teleport, and have it teleport to that tag in the settings with the teleporter you want. You can set the effect and tag by clicking that right tab in the Things editor.

Sorry if it's not clear.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Messatsu on January 06, 2013, 04:49:43 PM
1.) Sector_SetDamage (http://zdoom.org/wiki/Sector_SetDamage)
Code: [Select]
Script 1 OPEN
{
Sector_SetDamage(1, 255, MOD_FALLING);
}

You can also use SectorDamage, but that's more used for how Beat interacts.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hallan Parva on January 08, 2013, 07:18:52 PM
well great



CSCM has this great script for all your map music needs right
Code: [Select]
str BOSSSONG = "PLUSBOS2";
str VICSONG = "RBFCLEAR";
int Maxfrags;
Bool BossMusic;

script 203 (void)
{

int modeofplay = ACS_ExecuteWithResult(975);
int IsTeamGame = ACS_ExecuteWithResult(975,1);

Switch(modeofplay)
{
Case 0: // DM / TDM
Case 5: //Terminator too!
if(GetCVar("fraglimit") <= 5){terminate;}
If(IsTeamGame==0)
{
if(PlayerFrags() <= maxfrags){terminate;}
maxfrags = PlayerFrags();
}
If(IsTeamGame==1)
{
If(BlueScore() <=maxfrags && RedScore()<=maxfrags){Terminate;}
If(BlueScore() > maxfrags){maxfrags=BlueScore();}
If(RedScore() > maxfrags){maxfrags=RedScore();}
}
if(MaxFrags >= GetCVar("fraglimit") - 5 && BossMusic==False)
{
    SetMusic(BOSSSONG);
BossMusic=True;
}
if(MaxFrags >= GetCVar("fraglimit"))
{
    SetMusic(VICSONG);
}
break;
Case 1: //possession
break;
Case 2: //LMS / TLMS
break;
Case 3: //Duel
if(GetCVar("fraglimit") <= 1 || PlayerFrags() <= maxfrags){terminate;}
maxfrags = PlayerFrags();
if(MaxFrags == GetCVar("fraglimit") - 1 && BossMusic==False)
{
    SetMusic(BOSSSONG);
BossMusic=True;
}
if(MaxFrags >= GetCVar("fraglimit"))
{
    SetMusic(VICSONG);
Delay(35*6);
SetMusic("*");
}
break;
Case 4: // CTF
break;
}
}
well see if you were paying attention THE CTF SECTION IS DUMMIED OUT and I can't ACS to save my life

please help
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on January 08, 2013, 07:25:36 PM
It's called GLOBAL.acs
(click to show/hide)

Have fun.

EDIT: This may or may not compile.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on January 22, 2013, 04:35:08 AM
I ran into an odd little issue. I'm using this script to make sectors scroll fast:

Script 2 OPEN
{
Scroll_Floor(3, 0, 1000, 1); //North
Scroll_Floor(2, 0, -1000, 1); //South
}

And they do work, making players get swept as fast as I want it to. The floor texture, however, does not scroll. That's a problem. Imagine someone stepping into an innocent looking water slope just to get swept into a pit a split second later. Oh, the hilarity horror...
Title: Re: How do "I" do THAT in Doom Builder?
Post by: leoalex50 on January 22, 2013, 05:07:04 AM
Quote from: "leoalex50"
i want to put a custom map prop in my map (its a infernape) how do i do that anyway?
^
Title: Re: How do "I" do THAT in Doom Builder?
Post by: fortegigasgospel on January 22, 2013, 05:15:54 AM
Quote from: "leoalex50"
Quote from: "leoalex50"
i want to put a custom map prop in my map (its a infernape) how do i do that anyway?
^
Code: [Select]
actor
{
+CLIENTSIDEONLY
//$Category MM8BDM-
+/-SOLID
Height
radius
+DONTBLAST
scale 2.5
+/-NOGRAVITY (if you want it on the ground or to be able to be where ever)
states
{
Spawn:
A <#=/=0>
loop
}
}
Hope this helps.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: leoalex50 on January 22, 2013, 09:41:11 AM
Quote from: "fortegigasgospel"
Quote from: "leoalex50"
Quote from: "leoalex50"
i want to put a custom map prop in my map (its a infernape) how do i do that anyway?
^
    add 2 lumps: SS_START and SS_END
    Put actor frame in between those. (should be 4 letters as the code, an letter (starting from A) and a zero. No spaces
    define actor in a decorate lump as so
Code: [Select]
actor
{
+CLIENTSIDEONLY
//$Category MM8BDM-
+/-SOLID what do i do with this
Height
radius
+DONTBLAST
scale 2.5
+/-NOGRAVITY (if you want it on the ground or to be able to be where ever) whats what
states
{
Spawn:
A <#=/=0> ?
loop
}
}
Hope this helps.
and does it have to be ABCD0 or any other letters?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: fortegigasgospel on January 22, 2013, 01:56:13 PM
Quote from: "leoalex50"
Quote from: "fortegigasgospel"
    add 2 lumps: SS_START and SS_END
    Put actor frame in between those. (should be 4 letters as the code, an letter (starting from A) and a zero. No spaces
    define actor in a decorate lump as so
Code: [Select]
actor
{
+CLIENTSIDEONLY
//$Category MM8BDM-
+/-SOLID what do i do with this
Height
radius
+DONTBLAST
scale 2.5
+/-NOGRAVITY (if you want it on the ground or to be able to be where ever) whats what
states
{
Spawn:
A <#=/=0> ?
loop
}
}
Hope this helps.
and does it have to be ABCD0 or any other letters?
The letter before the zero in the png is which frame is which, the letter being put in the code tells it which frames to play in which order.
For instance if you wanted to have it do a head bob animation (if you are doing so) you would want it to look like
Code: [Select]
AB 12Code is the sprites, the A is one frame, the B would be a second frame and the 12 is how many tics between each frame.
So make sure the letter in the decorate lump matches the 5th letter in your png for which you want to use.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: leoalex50 on January 22, 2013, 02:13:44 PM
what about jumping?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: fortegigasgospel on January 22, 2013, 02:26:09 PM
thats sprite and offset based.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: leoalex50 on January 23, 2013, 01:19:30 AM
i think i stuffed it up cuz i saved it and closed slumped (before i did the code) and then i open it it would be a sprite lump help
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hallan Parva on January 31, 2013, 08:18:14 AM
How would I "scroll" a texture slightly off-center to work with the floor? For example, there are different teleporter textures that are scrolled sideways and such, so that no matter where you make a teleporter sector there's a texture that will make the floor look right. How do I scroll a texture like that?


For reference, this is the texture I currently have. I need to scroll it twice so the corner of the texture is the center, like the last teleporter texture I was talking about earlier.
Code: [Select]
texture CHIRLETT, 136, 136
{
   XScale 0.5
   YScale 0.5
   Patch CHIMER23, 0, 0
   WorldPanning
}
And yes, it needs to be 136x136. Double-sized, it fits onto my circular platforms PERFECTLY.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: fortegigasgospel on January 31, 2013, 06:34:23 PM
Quote from: "SmashBroPlusB"
How would I "scroll" a texture slightly off-center to work with the floor? For example, there are different teleporter textures that are scrolled sideways and such, so that no matter where you make a teleporter sector there's a texture that will make the floor look right. How do I scroll a texture like that?


For reference, this is the texture I currently have. I need to scroll it twice so the corner of the texture is the center, like the last teleporter texture I was talking about earlier.
Code: [Select]
texture CHIRLETT, 136, 136
{
   XScale 0.5
   YScale 0.5
   Patch CHIMER23, 0, 0
   WorldPanning
}
And yes, it needs to be 136x136. Double-sized, it fits onto my circular platforms PERFECTLY.
Maybe have to do it outside of slade. To the png itself.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Donutyoshi on February 01, 2013, 06:19:50 PM
I remember there was a script for something like that.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Messatsu on February 01, 2013, 10:14:49 PM
Quote from: "SmashBroPlusB"
How would I "scroll" a texture slightly off-center to work with the floor? For example, there are different teleporter textures that are scrolled sideways and such, so that no matter where you make a teleporter sector there's a texture that will make the floor look right. How do I scroll a texture like that?
Use Sector_SetFloorPanning (http://zdoom.org/wiki/Sector_SetFloorPanning)

Ex.
Code: [Select]
Script 1 OPEN
{
Sector_SetFloorPanning(1, 32, 0, 32, 0);
}
This will move the floor texture 32 units to the RIGHT and 32 units UP for any sector with a tag of 1
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Balrog on February 01, 2013, 11:03:20 PM
Or, you could, you know, use UDMF or the other TELEFL* flats.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Caprice on February 03, 2013, 05:44:39 PM
How would I be able to make Beat Call function properly in my maps? I tried copy and pasting the script from MM1BOM, but when I reach the killing floor I'm still alive, but Beat doesn't do anything.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: fortegigasgospel on February 04, 2013, 12:38:55 AM
It runs on a tag, tag the sectors you want it to work with with whatever the script is calling for, it will set the sector to autokill automaticly (so turn off instant kill sector action if you have it on) as well as make beat work.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Messatsu on February 04, 2013, 03:56:35 PM
By copying the scripts you have half of it. There are two parts to make Beat work correctly.

1.) Tag your sectors correctly.  You'll know if this works if you die without beat, but can walk around on the floor normally while you have him.
2.) Ensure there's an Actor Hits Floor object that calls script 205 (I think it's 205).  This is what makes Beat activate upon hitting a floor what would normally kill you.  You should see this in Bomb man's stage somewhere in the pits.  One thing to note, this needs to be in EVERY unique pit that you want it to save you from or it won't activate.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: ChaoticChao on February 26, 2013, 03:53:46 PM
How about controlling a roader?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on February 26, 2013, 05:32:28 PM
To turn a roader, you must have a linedef that extends across the "road", activated by monster crosses, tagged with repeatable action, action number 226, and script number is 2 Then copy the following script into Doom Builder's script editor
Code: [Select]
#include "zcommon.acs"

Script 2 (int turn)
{
Delay(random(1,20));
if(turn==1){SetActorAngle(ActivatorTID(), 0.5);}
if(turn==2){SetActorAngle(ActivatorTID(), 0.25);}
if(turn==3){SetActorAngle(ActivatorTID(), 1.0);}
if(turn==4){SetActorAngle(ActivatorTID(), 0.75);}
}

Argument one sets the direction to which the roader will turn
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hilman170499 on February 27, 2013, 03:53:48 AM
How to make secret areas?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Donutyoshi on February 27, 2013, 03:55:01 AM
Secret areas?

I think it was a flag/properties for sectors.

Although I'm not exactly sure which kind of secret area you mean.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hilman170499 on February 27, 2013, 03:56:12 AM
I mean sectors or line.

I also want to know how to make doom water properties.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Donutyoshi on February 27, 2013, 03:57:39 AM
No I meant. For what exactly you mean as a Secret Area.

I could've sworn it's something you don't need a script for though.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hilman170499 on February 27, 2013, 04:01:29 AM
I mean how someone passes through a LINEDEF, a sound effect will play and the text "A secret has been revealed" appears.

I also want to know how to make Doom water properties still.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Jakeinator on March 18, 2013, 01:07:54 AM
Is there a way to set that a ammo-bar-thing shows up when you're in certain sectors? Also is there a way to make gravity constantly switch from normal to low and back at a gradual pace? One more thing, and i hope this isn't to much to ask, how would you make the bar move with the gravity level? Freaking Chrono Man is confusing me with all of this.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on March 23, 2013, 04:09:47 PM
1) You can't. It's impossible with core mechanics, however it's possible in a full mod, just not a map.
2) That's relatively easy*
3) Same as 1, but I suppose it could be done with HUDMessage, idk...

*Requires a script and a while statement...it's kind of easy...ish
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Korby on March 23, 2013, 10:11:31 PM
You could change what the bar looks like with item shenanigans probably.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on March 24, 2013, 12:56:18 AM
Yes, but you can't do this on just a map...in just Doom Builder...
Title: Re: How do "I" do THAT in Doom Builder?
Post by: CStar7 on March 25, 2013, 06:02:11 PM
I am trying to figure out how to place linedefs (like the fence in MM8BDM-v3a's lightlab) on the ground.

How do I do it?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Mendez on March 25, 2013, 11:01:56 PM
Nothing too difficult, if I remember. Just click the linedef, check the box that says "Lower Unpegged", and then set the action to 121: Line Identification. Set the flags to 32 (Or just check the box that says "3D mid texture", and then select which texture you want to use. Make sure that, in the sidedefs, that the texture is used for the middle of both sides. Here's two images to make the process a lot easier to understand.
(click to show/hide)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on March 26, 2013, 12:21:45 AM
Impassible should not be used if you intend to go over the lines like they were fences.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: CStar7 on March 26, 2013, 02:11:25 AM
Thx guys.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on March 27, 2013, 12:37:39 AM
So, I'm near done with MM10COMX, and I have two problems:

1) I'm dealing with making a sandstorm, and I want a fog effect. I went to the ZDoom wiki and assembled a script for such a thing (http://zdoom.org/wiki/Sector_SetFade), but the fog never happens. Here's what I did:

script 2 OPEN
{  
Delay (35*30);
Sector_SetFade (1, 224, 192, 0);
Sector_SetFade (5, 224, 192, 0);
Sector_SetFade (6, 224, 192, 0);
Sector_SetWind (1, 120, 0, 0);
Sector_SetWind (5, 120, 0, 0);
Sector_SetWind (6, 120, 0, 0);
Delay (35*30);
Sector_SetFade (1, 0, 0, 0);
Sector_SetFade (5, 0, 0, 0);
Sector_SetFade (6, 0, 0, 0);
Sector_SetWind (1, 0, 0, 0);
Sector_SetWind (5, 0, 0, 0);
Sector_SetWind (6, 0, 0, 0);
Restart;
}

I read there that the light value has to be lower than 255 for the fade to happen, so I used a light changing line at a point. It lowered the light value, but the fog still didn't appear. Is there something I'm missing?

2) I made a sound to use with an ambient sound script. How do I make it so that it plays continually for a set amount of time?

After these two issues are solved, there will be little else to do except to release the map.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Jakeinator on March 27, 2013, 01:15:55 AM
You're doing commando man Remixed? Once the V5 is being worked on, maybe you can send it in as the official map.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on March 27, 2013, 01:25:03 AM
Although it says "remixed", I'm not sure I'll submit it to CSCM. It's more of a way to say it isn't an official map. And no, it's not going into the core as it's not professional. More like something I did for fun.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on March 27, 2013, 01:26:29 AM
I discussed fog with Knux directly, he had it off.

As for the looping sound, I would do something like
Code: [Select]
#DEFINE SOUNDTIME 35
bool SandSound = false;

script X OPEN
{
while(true){
while(SandSound){
AmbientSound("sandsoundname", 255);
Delay(SOUNDTIME);
}
Delay(1);
}
}

alright. So to use this, set SOUNDTIME at the top to the amount of time, in tics (1 tic = 1/35th of a second) the sound lasts, and "sandsoundname" is the name of the sandstorm sound as defined in SNDINFO (http://zdoom.org/wiki/SNDINFO).
As for use, you will need to set SandSound to true in your other script when you activate the sandstorm and false when it's deactivated.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on March 27, 2013, 02:02:12 AM
You're a winner, Lego. Thanks.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: CStar7 on March 27, 2013, 04:43:42 PM
Does anyone know how to make moving 3d floors?

I have GZdoomediting.dll BTW.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Beed28 on March 27, 2013, 05:54:23 PM
Try using the floor / ceiling mover actions on the 3D floor's reference sector (you may need to tag it) to move a 3D floor.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: CStar7 on March 28, 2013, 02:00:25 AM
Thx Beed.

I do have one more question.

I used to make Deathmatch game mode maps and share them with my siblings.

When MMSP-Demo came out, I was eager to add the mod to DB. As you all know, it uses co-op game mode.

This caused my maps to become co-op. I removed the mod from my resources and it is still co-op.

What should I do if I want to make DM maps?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: ChaoticChao on April 05, 2013, 06:05:17 PM
How do I make a perfect circle or a circular staircase around a tower? Is it possible to have a fanfiend turn on and off, and if so, how?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: CStar7 on April 06, 2013, 12:54:02 AM
If you want to make circular sectors, go into Linedefs mode, select all linedefs of the sector, and look for the picture of a curved linedef with 2 dots. Go on from there.

As for fanfiends, if it's the wind factor, you should contact Messatsu about it.

If it's the graphic, you should contact Messatsu as well.

He should be able to help.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: CStar7 on April 06, 2013, 01:47:32 AM
I forgot to mention, sectors inside sectors can not be curved.(at least in my experience)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on April 06, 2013, 02:45:34 PM
Quote from: "CStar7"
I forgot to mention, sectors inside sectors can not be curved.(at least in my experience)

Sectors inside sectors CAN be curved.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: CStar7 on April 06, 2013, 02:51:17 PM
Quote from: "Rozark"
Quote from: "CStar7"
I forgot to mention, sectors inside sectors can not be curved.(at least in my experience)

Sectors inside sectors CAN be curved.

I always run into an error message saying "Unhandled operation of this program is in progress. Continuing may cause damage to the application. Would you like to continue?".
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on April 06, 2013, 02:57:26 PM
Right, I forgot that not everyone has my version.

Do you use GZDoomBuilder or whatever it's called?

Circle on circle fountain action for amazing evidence.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: CStar7 on April 06, 2013, 03:22:52 PM
Is that not the Doom Builder on the DB website?

That's where I got mine.

I used to use an unofficial DB build from http://svn.drdteam.org/doombuilder2/ (http://svn.drdteam.org/doombuilder2/)

It was too buggy on my computer.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: CStar7 on April 06, 2013, 04:37:37 PM
Oops. Sorry about that. It turns out I was performing other actions on the sector in question, such as water effects, 3d floors, etc.

I guess you shouldn't try this at home, kids. :)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on April 07, 2013, 12:30:35 PM
No, mine was a special handcrafted version given to me personally by the gods of Ecuador :I
Title: Re: How do "I" do THAT in Doom Builder?
Post by: TailsMK4 on April 10, 2013, 10:43:52 PM
I'm having some issues, though I do not wish to reveal the project I am doing for personal reasons. I am trying to create a script for my map that activates every time a player walks over a certain linedef (a sector would have been better, but I did not see a command for it). I want this to repeat for every time the player walks over the same linedef, though. I am at a loss as to how to make the script repeat, as it activates only once. If you want a little more information about my script, I'm using a variable for counting, and I need it to go down by 1 every time the player walks over the linedef. This should work for every player, but each player basically has their own counter. Is there a way to make this work?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on April 10, 2013, 10:51:43 PM
Ok...simple thing.
place an object in the sector that you want the player to enter. set the thing type to Actor Enters Sector under sector actions.
Under the action tab, activate your script via script execute always.
As for counting up...I guess you could do this...
Code: [Select]
int entersector[64];

script X (void)
{
int pln = PlayerNumber();
entersector[pln]++;
printbold(i:entersector[pln]);
}

The PrintBold can be removed, it is just for testing to make sure the number actually rises, which it should.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: TailsMK4 on April 11, 2013, 04:00:09 PM
All right, so I have almost all the programming done in order for me to just focus on making maps, but I do have one more issue. I would like to place "checkpoints" on my map so that if a player dies after passing one, he gets placed back at the "checkpoint" he just passed. This is also one I would like to have per player, so I already have an array set up. Kind of like a teleport if you fall in a pit, but also if you get fragged as well.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: ChaoticChao on April 11, 2013, 04:43:30 PM
-How do I make a drop a teleport?
-How do I work a normal teleporter?
-How do I make false walls/doors?
-I don't know if my perfect circle question was answered
Just a few more I have
Title: Re: How do "I" do THAT in Doom Builder?
Post by: fortegigasgospel on April 11, 2013, 05:20:13 PM
Quote from: "ChaoticChao"
-How do I make a drop a teleport?
By this I guess you mean teleport locations above ground. Use Teleport Destination + Z Height and raise the actor to where you want it.
Quote from: "ChaoticChao"
-How do I work a normal teleporter?
Probably should know this one before asking the other. Use "actor hits floor" or "enters sector" actor, set the target tag to a number not used by something, place a Teleport Destination actor and give it the tag used.
Quote from: "ChaoticChao"
-How do I make false walls/doors?
Use "warp mid-texture" to make the linedef be covered by the used texture, and keep it passable.
Quote from: "ChaoticChao"
-I don't know if my perfect circle question was answered.
Yes it was. Just look at the replies after your question.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Korby on April 11, 2013, 05:23:12 PM
No. He's referring to something like Crystalman where a drop[a floor in a hole] is a teleporter.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: fortegigasgospel on April 11, 2013, 07:22:20 PM
Quote from: "Korby"
No. He's referring to something like Crystalman where a drop[a floor in a hole] is a teleporter.
But, you still do the same thing. Use actor hits floor and a Destination Z Height. Unless you wanna use group teleport, which I tried once. Didn't work out for me.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hilman170499 on April 12, 2013, 02:55:35 PM
Got a bunch of questions:

1) How do you make a sector, in which you step on it, it will lower and something happens? In other words, a button.

2) How do you make a door activated by multiple buttons?

3) Is it possible to make a 3d floor that slides opens like a door?

Thanks in advance.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on April 12, 2013, 03:22:11 PM
1) Add a thing of type actor hits floor under sector actions. In the thing editor, click the action tab. Set the action to script execute, set the script number to the number of a script you decide. See CutmanMike's example Single Player map for additional details.

2)Same as above, however you may want to use a mapscope array like so
Code: [Select]
bool buttonspressed[3];
script X (int which)
{
buttonspressed[which] = true;
}
This method is a bit more complex, but all you really need is to figure out how many buttons are needed for the door (my example is 3) and on that button press, you set the actor hits first argument (under action again) to 0, 1, or 2 (representing buttons 1, 2, and 3) to determine which buttons you have pressed and which ones you have not.

3) Yes. As long as it isn't horizontal. Moving a 3D Floor is the same as controlling the ceiling/floor of any other sector, except you must move the control sector.
[NOTE: You can have moving walls and horizontal doors, but not in 3D Floor format.]
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Duora Super Gyro on April 20, 2013, 12:09:07 AM
okay, this isnt really doom builder, but i have this special prop in some maps, but i dont want it to spawn in game modes like LMS. how can i make a prop only appear in deathmatch?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on April 20, 2013, 12:28:08 AM
Well...you could spawn it on a map spot or kill it on LMS mode...

Easiest way:
Add this to the second line of the spawn state of the actor.
Code: [Select]
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(975,0)!=0,"Death")//Check game modes
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(975,2)!=0,"Death")//Check modifiers

then at the end
Code: [Select]
goto Spawn+3

Hope that helps
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hallan Parva on April 30, 2013, 09:37:54 PM
How the butts do I get Guts Man G to work properly? He throws me once, sure, but after that I can practically walk through the guy and he doesn't so much as even turn around.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: CStar7 on May 09, 2013, 12:46:51 PM
I want to add some weapons to doom builder, but when I try to use them, they aren't in the list of selectable weapons. What is going on?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Messatsu on May 09, 2013, 01:10:22 PM
Quote from: "SmashBroPlusB"
How the Khushnood do I get Guts Man G to work properly? He throws me once, sure, but after that I can practically walk through the guy and he doesn't so much as even turn around.

Requires minor scripting. If ya look at MM7DW4 there's a small script that appears to do nothing (Script 1), but what it does is allow Gutsman G to target you if you touch the floor.  Here's what you need

Code: [Select]
   
    Script 1 (void)
    {
    SetPlayerProperty(0,0,1);
    }
     
    Script 2 ENTER
    {
    SetPlayerProperty(0,1,1);
    Delay(1);
    SetPlayerProperty(0,1,1);
    }
     
    Script 3 RESPAWN
    {
    ACS_ExecuteAlways(2, 0);
    }

Just place an actor hits floor item on each unique sector that Gutsman G can reach that executes (action 80) Script 1.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Korby on May 09, 2013, 02:01:46 PM
Quote from: "CStar7"
I want to add some weapons to doom builder, but when I try to use them, they aren't in the list of selectable weapons. What is going on?

Make sure your new weapons have a DoomED number and is loaded as a resource for your map.

smorsh bobappipappa, if you haven't already fixed your problem, mess solved it last page
Title: Re: How do "I" do THAT in Doom Builder?
Post by: CStar7 on May 09, 2013, 02:45:39 PM
Quote from: "Korby"
Quote from: "CStar7"
I want to add some weapons to doom builder, but when I try to use them, they aren't in the list of selectable weapons. What is going on?

Make sure your new weapons have a DoomED number and is loaded as a resource for your map.

What is a DoomED number and how do I use it?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Korby on May 09, 2013, 03:02:26 PM
a unique number for a thing that allows it to be placed on a map

example:
Code: [Select]
actor MegaBallWep : MegaBuster 11093Mega Ball's number is 11093. Basically, you put in some sort of unique number there[figuring out which ones are unique is the hard part, obviously], and then you just place it on a map.
Keep in mind if you do not choose a unique one, your thing will replace whatever had that doomed number on maps. Whether or not that's a good thing depends on what you were intending with the thing.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: CStar7 on May 09, 2013, 03:20:23 PM
I'd guess this works with all of the placeable objects then.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: marioluigi001 on May 09, 2013, 11:32:24 PM
how do you make the flammable oil pits like in MM6FLA and MM6FLAX? i just dont know how to do it. i dont know how to make it light with a fire weapon.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: lorbog on June 01, 2013, 04:27:19 PM
How do I make floating platforms?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on June 01, 2013, 05:16:06 PM
Quote from: "lorbog"
How do I make floating platforms?
Going off of memory, LET'S DO THIS.

First you tag the sector that needs the 3D floor. Second you make a dummy sector/square outside the map that wont actually be used, preferably small/32x32. Next you take one of the line segments of the dummy sector and give it action 160/Sector 3D floor. Below is a place to put a sector tag; insert the tag I had you place in step one here. For a generic floor/no added effects, make the type Solid and set Alpha to 255.

At this point when you hover over the line it SHOULD make the sector you want the 3d floor in to light up as well. However, next comes textures and the actual height of the floor. The ceiling is actually the floor/top of the 3d floor and the floor is the ceiling/bottom; in the middle it's filled solid. Because of this, have the ceiling texture be whatever you want the floor texture to be and the floor texture to be black (or whatever you want, black is the accepted ceiling texture though). The line you set the 3D floor properties on acts as your side texture, so be sure to set that too. As for heights, whatever you want the top to be, extend the ceiling height to that amount. The center will be filled, and the floor height will be the bottom of the floor. Be sure to test in game, as it won't actually appear in doombuilder (unless you're using that GZdoombuilder or whatever)

Gee, I sure hope that wasn't confusing/I covered everything :I
Title: Re: How do "I" do THAT in Doom Builder?
Post by: leoalex50 on June 01, 2013, 11:10:17 PM
i need help putting props that serv made for my brith day map to my brith day map how do i do this
Title: Re: How do "I" do THAT in Doom Builder?
Post by: lorbog on June 01, 2013, 11:30:09 PM
Quote from: "Rozark"
Quote from: "lorbog"
How do I make floating platforms?


Sweet Thanks :D
Title: Re: How do "I" do THAT in Doom Builder?
Post by: leoalex50 on June 04, 2013, 10:43:03 AM
Quote from: "leoalex50"
i need help putting props that serv made for my brith day map to my brith day map how do i do this
the files are here for people to help me fix my prob props (http://www.sendspace.com/file/ibokey) and map (http://www.sendspace.com/file/s2v392)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on June 10, 2013, 08:37:21 PM
I'm bringing this here from Bugs and Suggestions, but I think it's valid since it also applies. Plus, I'm more likely to get help here, right? Right? ...  :|
Quote from: "Knux"
The water script I'm using for a map I'm making is quite tedious. I can't have water with a different height in another place. If you're wondering, it's the one used for MM1DW2's pool. Isn't there a way to use the Transfer Heights dummy sector with some kind of gravity setting?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hallan Parva on June 20, 2013, 12:45:02 AM
Scripting help!


I'd like a script that gives the player Weapon Energy while they're standing in a certain sector.
It's like Clown Man's panels, except it's always on.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Linnie on June 23, 2013, 04:50:00 PM
Pardon me for asking, but I read through the thread and couldn't find anything on it.

How does one create the bouncing effect from the springs in Spring Man's stage? I placed the thing, but it doesn't passively work. I checked MM7SPR, but there are no effects or actions on either the things or the sectors.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Max on June 23, 2013, 04:55:11 PM
It's an actor called a Spring Pad Zone, and it can be found under the 'Skull Tag' header.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Linnie on June 23, 2013, 05:17:47 PM
Huh.

I'm trying to figure out what to do, looking at DECORATE guides, but all of the guides are telling me how to edit actors, not how to put actors on things. How would I go at doing that? I apologize if such was already answered in this thread.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on June 23, 2013, 05:43:50 PM
Quote from: "Knux"
I'm bringing this here from Bugs and Suggestions, but I think it's valid since it also applies. Plus, I'm more likely to get help here, right? Right? ...  :|
Quote from: "Knux"
The water script I'm using for a map I'm making is quite tedious. I can't have water with a different height in another place. If you're wondering, it's the one used for MM1DW2's pool. Isn't there a way to use the Transfer Heights dummy sector with some kind of gravity setting?
No, no there isn't.
Aren't late answers fun?~

Quote from: "SmashBroPlusB"
Scripting help!
I'd like a script that gives the player Weapon Energy while they're standing in a certain sector.
It's like Clown Man's panels, except it's always on.

Well, Clownman works by checking the floor texture and whether the player is on the floor when the bell goes off.
In your case, it would probably be simpler and use a simple thing involving actor hits floor and a while statement.
- - -
Actually, this will involve an actor enters sector and an actor leaves sector deal.
First off, using DECORATE in map files is legal, so I would advise that.

Ok...the DECORATE will be just this; remember you can add whatever you want in terms of code to DECORATE and this will probably be compatible with whatever one can think of as long as 8BDM is running.
Code: [Select]
actor StopAmmo : Once {}
Now, you need to establish the script. I'm sure you remember how to use actor enters sector, so I won't guide you through that, but please make sure the script execution action is Script Execute Always
Code: [Select]
script X (void){//Can probably be merged into a single script, but I don't want chances
while(CheckInventory("StopAmmo")<1 && GetActorProperty(0, APROP_HEALTH)>0){
While(GetActorZ(0) != GetActorFloorZ(0))Delay(1);
GiveInventory("WeaponEnergy"); //NOTE: I actually am unsure whether this is the correct actor name. Please check items.txt in MM8BDM-v3a.pk3 later.
LocalAmbientSound("item/energyup", 100);
Delay(10);
}
}

Script Y (Void)
{
GiveInventory("StopAmmo",1);
Delay(5);
TakeInventory("StopAmmo",9);
}

As with most of the code I give out here, it may not 100% work, but anyone with basic knowledge of scripting should be able to fix simple errors.

Notes:
Script X goes on actor enters sector; script Y on actor leaves sector. Remember to renumber these script so they will actually work.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Max on June 23, 2013, 05:51:03 PM
Quote from: "Linnie"
Huh.

I'm trying to figure out what to do, looking at DECORATE guides, but all of the guides are telling me how to edit actors, not how to put actors on things. How would I go at doing that? I apologize if such was already answered in this thread.

Just place it in the sector you want to bounce!
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Epsilontheyoshi on June 27, 2013, 10:57:09 PM
Wow, I skimmed through 42 pages and noticed something that hasn't been mentioned.
How do you get the Gutsman platforms in Gutsman stage to move along a path? (EX: Gutsman stage, one of the Dr. Wily's Stages)
Also speaking of it, is it possible to make them move upwards?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: fortegigasgospel on June 27, 2013, 11:16:19 PM
Quote from: "Epsilontheyoshi"
Wow, I skimmed through 42 pages and noticed something that hasn't been mentioned.
How do you get the Gutsman platforms in Gutsman stage to move along a path? (EX: Gutsman stage, one of the Dr. Wily's Stages)
Also speaking of it, is it possible to make them move upwards?

Having the guts platforms move may possible be tricky. Though the easiest way to found out how something from a vanilla map to work, extract the map from the main game and open it in doombuilder, then find what you are looking for. Saves you a lot of having to ask and then waiting for an answer.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Epsilontheyoshi on June 28, 2013, 01:05:03 AM
I was a bit wary of extracting/dissecting a file from the MM8BDMv3a.pk3 file, but I was able to get Gutsman's stage out of it. Looking at it, I have no clue how it works... I'll include pictures of what it looks like in the original and what I have down.
Gutsman's stage:
(click to show/hide)
(click to show/hide)
My WIP stage:
(click to show/hide)
(click to show/hide)

I don't know how these platforms work...
Title: Re: How do "I" do THAT in Doom Builder?
Post by: fortegigasgospel on June 28, 2013, 01:18:35 AM
Ok, now, see script 2, that is the script that runs the platforms. Look at the linedefs the platforms are at, there will be a horizontal rectangle between 2 squares. The squares have scripts, which tell the platforms which way to go when they pass over that line.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: gamerman on July 03, 2013, 05:43:56 AM
Here's my question. how do i make one of those pits beat can rescue you from?
(The ones that say you fell to far.)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on July 03, 2013, 01:15:13 PM
I never enjoyed this method, but eh...

Select the sector you wish to make into a pit, click the new tag button, mind the number, you will need it in a moment.
Place this script in your scripts lump, changing the letter "X" to any number below 100 (1 if available) and change tag to that number I previously said you would need.
Code: [Select]
Script X OPEN
{
SectorDamage(tag, 255, "Falling", "BeatCallCheck", DAMAGE_PLAYERS);
Delay(1);
restart;
}

Note: If compiling fails, please add the following line prior to the script's definition:
Code: [Select]
#include "zcommon.acs"
Finally, place a thing in this pit with a type of 9999, in the action tab, change the action to Script Execute Always (226) with the script number set to 205.

That should enable Beat to work for this pit and this pit only. If you wish to add multiple pits throughout the same map, just continuously tag sectors with the number previously stated to use in the script to replace the word tag and to copy paste the thing (labeled as Actor Hits Floor) to enable beat.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: gamerman on July 03, 2013, 09:50:59 PM
The pit isn't killing the player when they fall in. It is activating beet.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on July 06, 2013, 02:51:43 AM
I am trying to make the gravity change, like in Gravity Man's stage. I don't see what I did wrong.  :?

This is what I got for a script:
(click to show/hide)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on July 06, 2013, 03:16:07 AM
Quote from: "Megaman94"
I am trying to make the gravity change, like in Gravity Man's stage. I don't see what I did wrong.
If you copy pasted Gravityman's script, you should have gotten it working correctly...did you compile it? It's a button in the script editor that looks like a piece of paper...
Otherwise, I think I should tell you that Sector_SetGravity (http://zdoom.org/wiki/Sector_SetGravity) uses a formula to calculate the gravity applied to the sector. This formula is sv_gravity * (argument2 + argument3 * 0.01).
The other thing I normally suggest about now is to try to apply sector tags...but that seems unnecessary, considering the script covers sectors with tags of 0, which is the default tag.

Quote from: "gamerman"
The pit isn't killing the player when they fall in. It is activating beet.
Give me a moment to experiment...I don't generally use SectorDamage.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on July 06, 2013, 03:19:57 AM
I did copy and paste from Gravity Man's script. When the sector tag was 0, it did nothing. No gravity change or no warning sound.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on July 06, 2013, 03:30:26 AM
Quote from: "Megaman94"
I did copy and paste from Gravity Man's script. When the sector tag was 0, it did nothing. No gravity change or no warning sound.
Well...you might have forgotten to compile then. Or you forgot to place the following line preceding your script.
Quote from: "Lego"
Code: [Select]
#include "zcommon.acs"

Quote from: "gamerman"
The pit isn't killing the player when they fall in. It is activating beet.
This might be a similar problem here because that exact script works fine for me. But you must give the script a tag. Try 0. 0 is always fun and a good way to test whether the script works.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on July 06, 2013, 05:42:40 PM
So...where is the script editor?  :?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on July 06, 2013, 05:59:28 PM
Um...alright
(http://snag.gy/9JJh8.jpg)
Hope that helps...because you had been copypasting script data, I had assumed you knew where it was.
You may want to consider using that instead of notepad to program your scripts because it automatically tries to compile when you save, I believe.
[Personally, I prefer using SLADE's code editor because Doombuilder's is sort of clunky, but Doombuilder's is good for map scripting.]
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on July 06, 2013, 06:01:34 PM
Quote from: "Lego"
Um...alright
(http://snag.gy/9JJh8.jpg)
Hope that helps...because you had been copypasting script data, I had assumed you knew where it was.
You may want to consider using that instead of notepad to program your scripts because it automatically tries to compile when you save, I believe.
[Personally, I prefer using SLADE's code editor because Doombuilder's is sort of clunky, but Doombuilder's is good for map scripting.]

I have Doom Builder. I try not to do scripts, because I suck at them. I have been using SLumpED for my scripts.

Happy Edit: It works. Oh my god! thank you, thank you, thank you, thank you, thank you!  :D
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on July 06, 2013, 06:05:44 PM
Ok, that works too, but you have to compile them using a separate ACC compiler (https://dl.dropboxusercontent.com/u/33338072/ZandroACS.zip) that you have to specify in its configurations. Just place it anywhere that isn't your desktop and go specify the location of the ACC.exe file under...it should be similar to preferences/scripting...I don't fully remember, I haven't used SLumpED in years.

EDIT: Oh dang, I forgot to mention. When you have the ACC.exe specified in the configurations, to compile a block of code, you right click on the text file in SLumpED and click "Compile ACS." That part I do remember because SLADE has two methods of compiling, which has always bugged me.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on July 06, 2013, 06:50:33 PM
Sorry to bug you. (you guys must hate me :(  )

I am putting talking actors in my deathmatch map. when I try to compile the script, i keep getting a Invalid statement error  :?

(http://i44.tinypic.com/1tm1dx.png)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on July 06, 2013, 08:07:11 PM
Well...you may want to figure out how this works before trying something like that...

Also I don't hate you, people asking about how to run the engine is natural...I asked tons of questions when I first started...of course, I used the ZDoom wiki (http://zdoom.org/wiki/) for reference and learned DECORATE before I learned ACS.

At any rate. The script doesn't close, you may want to consider using the close statement brackets } and then "break;" followed by another }
I would need to see the whole code file in order to help you fully though...you might want to place it in a pastebin (http://pastebin.com/) thing.
Also you don't need all of that code...all will you will really need is SetActorState() and Log().
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Linnie on July 08, 2013, 07:18:59 PM
I'm making a skybox for a level, but, upon making the line horizons, it comes out like this:
(click to show/hide)
Now, this is up on an inaccessible area for the map I'm making, but if someone were to use the Fly cheat, like I did to get up there in-game, they'd see that mess up. Is there a way to keep the horizon from looking like that?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Beed28 on July 08, 2013, 07:20:45 PM
Quote from: "Linnie"
I'm making a skybox for a level, but, upon making the line horizons, it comes out like this:



Now, this is up on an inaccessible area for the map I'm making, but if someone were to use the Fly cheat, like I did to get up there in-game, they'd see that mess up. Is there a way to keep the horizon from looking like that?
It looks like you forgot to include an image.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Linnie on July 08, 2013, 07:21:10 PM
Edited. I realized that just before you posted.

EDIT: I meant I realized I didn't put in an image, I haven't realized how to fix the issue.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hallan Parva on July 08, 2013, 10:25:27 PM
[Action 9 - Line Horizon] will extend whatever floor and ceiling textures are touching the linedef... forever. In your case, some linedefs are touching grass while others are touching water, resulting in those different linedefs being hyper-extended. To fix such an issue, create some "null" sectors surrounding your level that share a common texture (or to default to a skybox just have them use F_SKY1 as the floor) so when you look in the background there's no conflicting floors being hyper-extended.


Hope this helps!
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Linnie on July 09, 2013, 02:34:39 AM
That did the trick; thank you very much.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on July 10, 2013, 05:43:53 PM
I got a question  that was asked earlier in this forum, but not answered. how do you make the flammable oil pits like in MM6FLA and MM1OIL? i can make them slippery, but not ignite.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on July 10, 2013, 06:44:08 PM
Well, this is sort of a longwinded/complex answer.

First, tag a sector. Make sure you have the number on hand, you will need it later. (If the sector is already tagged, there is no need to replicate this.)
Second, place a thing in the sector, set the type to sector actions/actor hits floor. Tag the actor as "Dormant", which is in the flags to the left of the thing editor.
      Finally, move to the action tab. Set the action of the actor to Script Execute Always, setting the script to 1. [This number can be changed based on script numbers
      that you can as needed.
Third, place a set of map spots in this sector; for each, make sure that the thing tag of these is the same as the tag for the sector. These actors are the spawn locations for the fire effects.
Finally, copy paste this script into your script editor.
(click to show/hide)

That...should do it. Let me know if you have any issues.
Also make sure to use
Code: [Select]
#include "zcommon.acs" before your scripts. This should only be done if you haven't done this already in your scripts editor.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on July 10, 2013, 07:06:30 PM
Quote from: "Lego"
That...should do it. Let me know if you have any issues.

Hmmm, still not working. I am even trying it with Flame Blast.  :?

EDIT: I was also wondering how, in deathmatch, when the frag limit is getting close the music changes. Also the victory jingle at the end of a round.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Stardust on July 11, 2013, 09:08:28 AM
Quote from: "Megaman94"
EDIT: I was also wondering how, in deathmatch, when the frag limit is getting close the music changes. Also the victory jingle at the end of a round.

From experience I think it changes when you're 5 frags away from the goal.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on July 11, 2013, 04:12:39 PM
Quote from: "Stardust"
From experience I think it changes when you're 5 frags away from the goal.

Not in my maps.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on July 11, 2013, 06:04:41 PM
Quote from: "Megaman94"
Hmmm, still not working. I am even trying it with Flame Blast.  :?

What?
Do...you have the
Oh! I missed something...
Set the first argument to be applied to the script in the actor hits floor to be the same number as the sector tag.
Even then it should be doing something...did you tag the actor as dormant?
(click to show/hide)
NOTE: Position of this check box may vary depending on game setup and Doom Builder version. The title is the same, however.

Quote from: "Megaman94"
EDIT: I was also wondering how, in deathmatch, when the frag limit is getting close the music changes. Also the victory jingle at the end of a round.

The par determines the boss music and victory music. In CSCM, it is all map based and can be replicated relatively easily.
I will also include the script base for you to use if you wish to have custom music for boss/victory.

If you want to use core songs, then you would want to use pars 1-11.
First seven correspond to their respective games...after that it just gets weird and I would have done it differently...but.
8 is the MM7 Fortress boss theme with 7's victory
9 is MM8's boss with 8's victory
10 is the boss music used in the Powered Up stages (MM1OIL, MM1TIM) with the MM1 victory theme
11 is Duo's theme with 8's victory

I also feel I should mention that pars 4-6, 9, and 11 all share the same victory themes. All other pars have victory music from their respective games because
they had their own victory themes.

Finally, if you wish to have custom boss and victory music in the map, you must first leave out the par and add this script exactly as it appears. The only thing that should be changed from this script is the string array (provided at the top of the code block.)
(click to show/hide)

Right...don't forget to compile all of your scripts! If you don't, nothing will happen when you try to run them.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on July 11, 2013, 07:48:29 PM
When I try to compile, it gives an "Identifier has not been declared" error on line 27

Code: [Select]
if(MaxFrags >= GetCVar("fraglimit") - 5 && BossMusic==False)
EDIT2: Never mind, I got it. I forgot to put
Code: [Select]
#include "zcommon.acs" at the top.  :lol:

EDIT3: ok, so... the victory theme works, but not the boss theme.

EDIT4: Never mind, I got it  :lol:
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on July 12, 2013, 12:06:55 AM
Awesome, have fun~

Oh, did you get those oil pits working?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on July 12, 2013, 02:56:28 AM
Quote from: "Lego"
Awesome, have fun~

Oh, did you get those oil pits working?

Not yet  :(

EDIT2: I got it! *plays "Fire" by Ohio Players*  (This should be Fire Man's theme)  :D

EDIT3: so, if i wanted another oil pit, what would i have to change?

EDIT4: Got it.  :)

EDIT5:
Quote from: "Shade Guy"
2. This requires a bit of ACS scripting. Give the sectors that you want to be instakill a tag. Open Doombuilder 2's Script Editor and copy this script in and edit it accordingly.
Code: [Select]
#include "zcommon.acs"

Script [Any number, probably 1] OPEN
{
delay(1);
SectorDamage([This is the tag that you gave the instakill sectors], 255, [This changes what the obituary will say when the player dies from the pit. If you want it to say 'fell too far', put it as "Falling". Look at the ZDoom Wiki under Damagetypes to find more], 0, DAMAGE_PLAYERS);
restart;
}
Hopefully this helps.

What do I do if I want it to be a lava kill? I tried LAVA, FIRE, and OB_LAVA, and MOD_LAVA. It still says "Player" died.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Linnie on July 13, 2013, 07:39:52 PM
I've seen some maps in DOOM where the music changes when a player is in a certain location, but only for that individual player. I'm working on a map that will have two main areas and I'd like the music to change once they cross between areas. Is such a thing possible to replicate in MM8BDM?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on July 13, 2013, 08:42:33 PM
The more accurate question is how to replicate it in general.
All you really have to do is use a thing type of Sector Actions/Actor Enters Sector with it's action set to Script Execute Always (226)
This is the script you need. You place this in your script editor.
Code: [Select]
#include "zcommon.acs"//Only use this if you haven't already.

str MusicNames[2] = {//The number can be changed to include more songs.
"MusicType1",
"MusicType2"
};

script X (int song)//X is your script number
{
LocalSetMusic(MusicNames[song]);//This takes the song from the array and sets it as the client's music.
}

I provided a rather open ended example to help with ability to change the names of the songs and add more, but it means the actor enters sector thing action will be slightly more complex because it will then use argument 1.
Argument 1 in this script is the number of the song as it is positioned in the array. The first position, occupied by "MusicType1", is position 0. These numbers then go up sequentially from that, making "MusicType2" position 1. I hope this makes sense because it's a bit hard to explain if you aren't familiar with code.
Either way, you want the actor enters sector action to use script execute always with x and y song number.

(click to show/hide)

I...hope that helps...I can't really think of a better way to explain it.

EDIT: Wait...what? My images aren't working
>_>
<_<
I apologize...idk what went wrong.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Linnie on July 13, 2013, 10:47:13 PM
Thank you for that, although, unfortunately, I realized that, I had already wanted to have the music change close to the end of the round, and I imagine if I had coding to change the music when you enter a certain sector, then after the near-end music begins, if you went to that sector, it would overwrite said music, so I don't think I could include both of those. I apologize for making you write out that whole tutorial without me needing it. I plan on trying to make some maps that would be in any of the vanilla game modes (like an obstacle course map), though, which means I'll probably use such tutorial when I try that out. Don't think your effort is for nothing, just because I don't think I can do it in this map doesn't mean I won't use it for a later one.


Anyway, I already need further help on an entirely different matter, unfortunately. I'm trying to create a prop, a non-interactive decoration, but I can't figure out how to add it in-game. I looked at tutorials and actor coding for some of MM8BDM's props, and tried to code my own prop with such.


I named the text for my actor code "smb2props.txt" and here's the content of such:
(click to show/hide)

I put that in a folder titled "actors." I also made a folder titled "sprites" in which I put the sprites for my prop, which are titled SM2VA0, SM2VB0, SM2VC0, and SM2VD0, respectively. My map .wad is in the same .pk3 file. However, creating a sprite with that ID number in my map and loading the map leaves me with a ! mark where the prop should be. Is there an error in my code, or are there additional steps I must take?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Gummywormz on July 13, 2013, 10:54:33 PM
You need to make a file called DECORATE in the root of the pk3 folder and add #Include "actors/smb2props.txt" to it.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Linnie on July 13, 2013, 11:36:23 PM
Thank you for that, that fixed that problm, though it's still not in working order. The prop is now selectable, and it appears in Doom Builder, but when entering the map in-game the props are invisible.

EDIT: Oof, I didn't align my sprites in Slade, that's why I can't see them. Never mind with that.

EDIT2: Nope, that still isn't it.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Gummywormz on July 13, 2013, 11:42:52 PM
IIRC +NOINTERACTION makes actors go through floors. I could be wrong on that, in which case make sure the sprites have the proper names.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Linnie on July 14, 2013, 12:12:40 AM
I got rid of +NOINTERACTION, and doublechecked the sprites, but neither of those seemed to work.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Messatsu on July 15, 2013, 12:25:21 PM
Quote from: "Gummywormz"
IIRC +NOINTERACTION makes actors go through floors. I could be wrong on that, in which case make sure the sprites have the proper names.

NOINTERACTION also grants a NOGRAVITY like effect, so unless the object is thrust in a direction, it shouldn't move anywhere.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Gummywormz on July 15, 2013, 07:06:47 PM
Is there any quick and easy way to check which player has the most of an inventory item?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Messatsu on July 15, 2013, 09:46:44 PM
Would require a script to check every player and check their inventory.  Not too hard, but dealing with players who have the same amount could be a bit tricky.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on July 15, 2013, 11:16:57 PM
Well
What I would do is store the numbers in an array as such:
Code: [Select]
int ItemNumbers[64];
script X (void)
{
for(int i=0; i<=63; i++){
       if(PlayerInGame(i))ItemNumbers[i] = CheckActorInventory(i+1000, "InventoryItem");
       }
}

Then compare the numbers as normal. I wouldn't call this script too often, though as it polls players 64 times and I really hate how that works.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Linnie on July 16, 2013, 04:10:23 PM
Quote from: "Linnie"
I got rid of +NOINTERACTION, and doublechecked the sprites, but neither of those seemed to work.
Has anyone come up with another solution for why my prop won't work?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Messatsu on July 16, 2013, 11:05:41 PM
Without seeing it, it's hard to determine exactly what's wrong.  Post the decorate code here for us to look at.  It might clue us in as to what's going on.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Linnie on July 17, 2013, 02:00:21 AM
Quote from: "Linnie"

I named the text for my actor code "smb2props.txt" and here's the content of such:
(click to show/hide)

I put that in a folder titled "actors." I also made a folder titled "sprites" in which I put the sprites for my prop, which are titled SM2VA0, SM2VB0, SM2VC0, and SM2VD0, respectively. My map .wad is in the same .pk3 file.
It appears in Doom Builder but not in-game.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on July 17, 2013, 05:33:57 PM
Like...visually didn't appear in game?
What are your sprite file names?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Linnie on July 17, 2013, 06:50:18 PM
Yes, visually didn't appear.

Their filenames are SM2VA0, SM2VB0, SM2VC0, and SM2VD0.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Messatsu on July 17, 2013, 09:31:59 PM
Hmm, can you post a link to the file? It's probably something simple, but not obvious that's causing the issue.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Linnie on July 17, 2013, 10:33:32 PM
How would I go about that? Just post the .pk3 file that has the prop in it?

EDIT: Wait a second. I was looking around in my map, and I found one of my prop, but it was nowhere near where I put it. I'm going to fiddle with my code, to see if removing something fixes it.

EDIT2: Nope, it wasn't that. I'll just PM you the file.

EDIT3: Messatsu was able to figure out what was incorrect. When I aligned my sprites I accidentally did such as an HUD instead of a sprite.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on July 18, 2013, 06:56:47 PM
When I try to test my map, It will say "Can not find map Wily6"

I checked my MAPINFO Several times and i don't see anything wrong with it

Code: [Select]
Map WILY6 "Lab"
{
   next = "Wily7"
   sky1 = "BLACK", 0
   cluster = 1
   music = "Wily6"
   aircontrol = 0.5
   forcenoskystretch
   clipmidtextures
   }

So... What the heck is going on!?  :?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Gummywormz on July 18, 2013, 07:19:23 PM
The music code cannot be the same as the map code.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on July 18, 2013, 07:25:44 PM
Quote from: "Gummywormz"
The music code cannot be the same as the map code.

Well, Damn....

Thanks  :)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Linnie on July 18, 2013, 10:34:45 PM
This is probably a simple question, but, how do you get an actor to turn? I looked through the actor flags and found how to get an actor to stay on the ground and move, but, I couldn't find how to get an actor to turn. For specifics, I need it to turn 180 degrees after moving a certain distance, then turning again when it travels an equal distance; essentially just walking back and forth on a path.

EDIT: Okay, that was incorrect entirely. I figured out what's needed to make it turn (I was looking in the wrong place in the ZDoom wiki), but I don't know how to get it to start moving.

Here's my prop's coding:

(click to show/hide)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: TailsMK4 on July 18, 2013, 11:24:16 PM
So I got back into mapping recently...and I am experimenting with doors on my map, though I have run into a problem. In this wad, I have three doors. The one on the left (BOMDOOR) works as intended, and I wanted to produce the same effect on the big door (GUTDOOR) down the hallway, but I cannot figure out why it is not opening. The other door  (OILDOOR) is just a decoration. I'm just concerned about the big one in the hallway. I seem to have everything set up just like the previous door, but the second one will not open. I got the first door to work thanks to the HOTEL map. Btw, both doors have a separate sector tag.

Here is the wad (will remove when issue solved): *removed*
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on July 19, 2013, 02:26:17 PM
1) Tag a sector.
2) Linedef action on both sides of the door I believe it's called "Door Generic" for the most customizable version.
3) Tag repeatable action.
4) Set action to player bumps.
5) Scroll the ceiling of the sector to where the ceiling height is equal to the floor height.

Doors don't need to be that complex...they are just Doom doors....that's it......
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Linnie on July 19, 2013, 02:39:23 PM
I looked through the thread trying to find an answer, but when I found someone asking the question it was incomplete.

You know how in core maps, when in Deathmatch one hits a certain number of flags, the music changes? How would I go about putting that in a map, but with custom music (as in, both the normal music and the "boss" music are custom music)?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on July 19, 2013, 02:42:53 PM
I answered that one a few pages back:

Quote from: "Lego"
(click to show/hide)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Linnie on July 19, 2013, 02:55:54 PM
Ah, thank you. Sorry about that; I had only seen the one on page 14, I hadn't looked any further.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on July 19, 2013, 02:57:51 PM
Heh. It's fine. Just remember that script 203 is executed on the death of a player, so just make sure not to change the number and it should work fine.

(I think I mentioned on the page I posted this on that this script originated from CSCM, but I wanted to make sure that was stated here, too.)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: fortegigasgospel on July 19, 2013, 03:04:03 PM
I'm having issues with an actor made for Blaze and Mine second map together.
Here is the script the actor has to use.
(click to show/hide)
Lego made it for us to use, and, where it does work, there is only 1 problem, which I need fixed to be able to implement it into the map properly. This actor warps the player to another one of it (that it is connected to via tags) and shoots them into the air (or drops them depending on a variable that can be set), but the issue is, no matter what I do when you come out the other side, you will always be facing the same direction, and I don't mean the same direction you went in, I mean 0 degrees. With this actor being the primary gimmick of the map, and the best way to get some of the better items in the map (if I can get this to work I can replace the Wire Adapter), I'm gonna need that little issue to work out.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Linnie on July 20, 2013, 08:52:41 PM
I'm trying to adjust midtextures, but they don't align the right way in-game.

I know that using negative offsets messes up the alignment, but, I tried positive offsets, and no amount of positive offset will cause it to wrap around. Is there a way to cause it to wrap around?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on July 20, 2013, 08:59:58 PM
I really don't know if this will work, but try this:
Code: [Select]
if(updown>1)updown=1;
SetActivatorToTarget(0);
SetActorPosition(0,GetActorX(totid),GetActorY(totid),GetActorZ(totid),0);
ThrustThingZ(0, thrustspeed, updown, 0);
SetActorAngle(ActivatorTID(),GetActorAngle(totid));

SetActorState(totid, "End");

I left out script identifiers, but that shouldn't be a big deal.

EDIT:
...And I completely ignored your post, Linnie.
Mid texture offsets have to be set double the normal standards and will not ever appear correctly in visual mode. Negative offsets are fine for mid textures, as they are used to create special walls, etc.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: TailsMK4 on July 20, 2013, 10:11:02 PM
I know that Knux asked this a while back, but since I am at a loss what to do, I will bring it back up. How do the electric traps in Elec Man's stage work? I found the script, though the traps do not work. Not sure what needs to be fixed:

Code: [Select]
Script 4 OPEN
{
SetLineTexture(26, SIDE_FRONT, TEXTURE_MIDDLE, "-");
SetLineTexture(26, SIDE_BACK, TEXTURE_MIDDLE, "-");
SetLineTexture(27, SIDE_FRONT, TEXTURE_MIDDLE, "-");
SetLineTexture(27, SIDE_BACK, TEXTURE_MIDDLE, "-");
Delay(35*2);
SetLineTexture(26, SIDE_FRONT, TEXTURE_MIDDLE, "ELECZZ");
SetLineTexture(26, SIDE_BACK, TEXTURE_MIDDLE, "ELECZZ");
SetLineSpecial (26, DamageThing, 15);
ThingSound(1,"misc/electrap",127);
Delay(17);
SetLineTexture(27, SIDE_FRONT, TEXTURE_MIDDLE, "ELECZZ");
SetLineTexture(27, SIDE_BACK, TEXTURE_MIDDLE, "ELECZZ");
SetLineSpecial (27, DamageThing, 15);
ThingSound(2,"misc/electrap",127);
Delay(17);
SetLineTexture(27, SIDE_FRONT, TEXTURE_MIDDLE, "-");
SetLineTexture(27, SIDE_BACK, TEXTURE_MIDDLE, "-");
SetLineSpecial (26, 0, 0);
Delay(17);
SetLineSpecial (27, 0, 0);
restart;
}

26 and 27 are the Map Spots in my map, yet the electricity does not spawn. Could someone tell me step by step how to make the electricity appear? I learned most of the mapping skills by observing other maps, but this one continues to stump me after looking at two maps using this.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Messatsu on July 21, 2013, 02:24:01 AM
The elec beams don't use map spots...look very carefully and you'll see it's actually changing the properties of a line itself.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: TailsMK4 on July 21, 2013, 02:50:02 AM
It confuses me cause I see Map Spots being used in the Elec Man maps. I'll take another look.

EDIT: Oh, I see the lines now. Let me play with this a bit.

EDIT2: Forgot to say this earlier, but I completely understand now how they work. Thank you so much Mess.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Linnie on July 22, 2013, 10:26:22 PM
I'm having trouble getting a prop to be rideable. I know that the Gutsman Lift and Moby both have the player stick to them, but I can't find where in their code such is. In fact, I have all of Gutslift's flags sans ForceYBillboard already in my prop.

What would I need to put in to make my prop sticky in the way they are?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Messatsu on July 23, 2013, 02:04:28 AM
To make a prop sticky, it has to call a certain ACS script ONCE
Code: [Select]
Spawn:
GLIF A 0
GLIF A 0 A_JumpIfInventory("CutterFlag",1,3)
GLIF A 0 ACS_ExecuteAlways(253,0,42,32)
GLIF A 0 A_GiveInventory("CutterFlag",1)
GLIF A 9 A_ChangeVelocity(0, 2, 0, CVF_REPLACE)
GLIF A 0 A_PlaySoundEx("misc/gutslift", "Weapon")
Loop

This is from the gutslift code.  It's given a cutterflag so that one the next loop it skips over the necessary lines and doesn't execute 253 more than once.  The numbers after (42 and 32) are the radius and height of the object so that the script knows the size of the object.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: fortegigasgospel on August 02, 2013, 04:07:32 AM
I have a general idea of how upper/lower sectors work. But now I'm curious as to a limitation. Is it at all possible for two sectors to both be at an upper sector of each other, giving the look of one sector being the ceiling to the other sector?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: TailsMK4 on August 06, 2013, 04:30:51 AM
I'm probably missing something obvious...but I cannot get Guts Lifts to work at all. I have two linedefs (part of two separate sectors on both sides of the line the lift follows), that activate a script which I copied from the main map. It's a repeatable action and the script executes always. I made a sector for the Guts Lift and placed the Guts Lift right next to a linedef that executes the script. The linedefs that execute the script are perpendicular to the Guts Lift. The scripts themselves are triggered when a monster walks over it. The Guts Lift makes a sound, but refuses to move. I am stumped how to fix it. Btw, I got the Big Eye to work fine, which I heard was a similar method to the Guts Lift.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on August 09, 2013, 11:36:15 PM
Back to the most talked about topic on this thread....

I need help with the Elec Man traps...
I got the code and I set up a map spot for the trap...

Code: [Select]
Script 4 OPEN
{
SetLineTexture(26, SIDE_FRONT, TEXTURE_MIDDLE, "-");
SetLineTexture(26, SIDE_BACK, TEXTURE_MIDDLE, "-");
SetLineTexture(27, SIDE_FRONT, TEXTURE_MIDDLE, "-");
SetLineTexture(27, SIDE_BACK, TEXTURE_MIDDLE, "-");
Delay(35*2);
SetLineTexture(26, SIDE_FRONT, TEXTURE_MIDDLE, "ELECZZ");
SetLineTexture(26, SIDE_BACK, TEXTURE_MIDDLE, "ELECZZ");
SetLineSpecial (26, DamageThing, 15);
ThingSound(1,"misc/electrap",127);
Delay(17);
SetLineTexture(27, SIDE_FRONT, TEXTURE_MIDDLE, "ELECZZ");
SetLineTexture(27, SIDE_BACK, TEXTURE_MIDDLE, "ELECZZ");
SetLineSpecial (27, DamageThing, 15);
ThingSound(2,"misc/electrap",127);
Delay(17);
SetLineTexture(27, SIDE_FRONT, TEXTURE_MIDDLE, "-");
SetLineTexture(27, SIDE_BACK, TEXTURE_MIDDLE, "-");
SetLineSpecial (26, 0, 0);
Delay(17);
SetLineSpecial (27, 0, 0);
restart;
}.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on August 10, 2013, 12:34:44 AM
Quote from: "fortegigasgospel"
I have a general idea of how upper/lower sectors work. But now I'm curious as to a limitation. Is it at all possible for two sectors to both be at an upper sector of each other, giving the look of one sector being the ceiling to the other sector?
You're talking portals, yes?
I don't think there is a limit, no. I would be careful with portals, though...they tend to act weirdly in Software.
I recently messed with one of Rozark's maps with these and there are literally four areas that are all connected visually with portals. It completely, utterly, and irreparably broke in Software however, so I just made a script that removed them clientside if the client is running software. No harm, no fowl.
Tsuki is totally going to yell at me for this.

As for elec traps, those were discussed a bit back in the thread. Look around a bit.

EDIT: Tails, is your Gutslift script executed by monster passing over? If not, set it so it is activated by a monster walking over the line. (It's under Activation)

On a side note, Holy crap the Hexen mapping format is limited compared to UDMF.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on August 10, 2013, 12:57:28 AM
Quote from: "Lego"
As for elec traps, those were discussed a bit back in the thread. Look around a bit.


I got the sound to work and the damage to the player to work, but I can't get the electric beams themselves to appear.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: fortegigasgospel on August 10, 2013, 02:09:04 AM
Quote from: "Lego"
Quote from: "fortegigasgospel"
I have a general idea of how upper/lower sectors work. But now I'm curious as to a limitation. Is it at all possible for two sectors to both be at an upper sector of each other, giving the look of one sector being the ceiling to the other sector?
You're talking portals, yes?
I don't think there is a limit, no. I would be careful with portals, though...they tend to act weirdly in Software.
I recently messed with one of Rozark's maps with these and there are literally four areas that are all connected visually with portals. It completely, utterly, and irreparably broke in Software however, so I just made a script that removed them clientside if the client is running software. No harm, no fowl.
Tsuki is totally going to yell at me for this.
Ah, I see. as I said the goal would be to make it look like one area is the ceiling to the other area. So it looks like players are running on it.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on August 10, 2013, 02:44:20 AM
Quote from: "Megaman94"
I got the sound to work and the damage to the player to work, but I can't get the electric beams themselves to appear.

From what it sounds like, the lines should have already been tagged due to the...OH! I know! Change the texture offsets of your linedefs that you want the beams to appear on. To be accurate, you need to lower the number by a whole lot.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on August 10, 2013, 04:17:26 AM
Quote from: "Lego"
Quote from: "Megaman94"
I got the sound to work and the damage to the player to work, but I can't get the electric beams themselves to appear.

From what it sounds like, the lines should have already been tagged due to the...OH! I know! Change the texture offsets of your linedefs that you want the beams to appear on. To be accurate, you need to lower the number by a whole lot.

I got them to work. I also figured out how to change the amount of damage they do. Thank you  :)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: TailsMK4 on August 10, 2013, 06:22:25 AM
Quote from: "Lego"
EDIT: Tails, is your Gutslift script executed by monster passing over? If not, set it so it is activated by a monster walking over the line. (It's under Activation)

That was what I had before. Did it matter if the line the Guts Lift traveled on was horizontal as opposed to vertical? That was the only difference I saw between the ones I tried to make and the ones on Gutsman's map. I ultimately had to scrap the Lift altogether for my project, but if I find a way to get them working again, I'll add them back in.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on August 10, 2013, 08:21:02 PM
Quick question..
What does changing the delay do?
Code: [Select]
Delay (17);
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on August 10, 2013, 08:42:49 PM
Delays for 17 tics, which is about half a second. [1 second = 35 tics]
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on August 10, 2013, 08:44:33 PM
So for the elec beams, do they stay out longer or take longer to fire if I change the delay?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: TailsMK4 on August 10, 2013, 09:25:37 PM
Depends on where it is in the code.

Quote from: "Megaman94"
Script 4 OPEN
{
SetLineTexture(26, SIDE_FRONT, TEXTURE_MIDDLE, "-");
SetLineTexture(26, SIDE_BACK, TEXTURE_MIDDLE, "-");
SetLineTexture(27, SIDE_FRONT, TEXTURE_MIDDLE, "-");
SetLineTexture(27, SIDE_BACK, TEXTURE_MIDDLE, "-");
Delay(35*2); Longer to fire for both.
SetLineTexture(26, SIDE_FRONT, TEXTURE_MIDDLE, "ELECZZ");
SetLineTexture(26, SIDE_BACK, TEXTURE_MIDDLE, "ELECZZ");
SetLineSpecial (26, DamageThing, 15);
ThingSound(1,"misc/electrap",127);
Delay(17); First elec beam is firing longer.
SetLineTexture(27, SIDE_FRONT, TEXTURE_MIDDLE, "ELECZZ");
SetLineTexture(27, SIDE_BACK, TEXTURE_MIDDLE, "ELECZZ");
SetLineSpecial (27, DamageThing, 15);
ThingSound(2,"misc/electrap",127);
Delay(17); Both elec beams are firing longer.
SetLineTexture(27, SIDE_FRONT, TEXTURE_MIDDLE, "-");
SetLineTexture(27, SIDE_BACK, TEXTURE_MIDDLE, "-");
SetLineSpecial (26, 0, 0);
Delay(17); The first elec beam is no longer firing, but the second one still is, even though the elec beam graphic is not there.
SetLineSpecial (27, 0, 0);
restart;
}.

Hoped that cleared some things up.  :)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hallan Parva on August 14, 2013, 06:18:20 PM
Quick Beams and Yoku Blocks.

How do.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on August 16, 2013, 05:15:08 AM
When I try to test my map after I add it to MM8BDM it says
Code: [Select]
'Things' not found in WILY2
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on August 16, 2013, 06:27:33 AM
Quote from: "SmashBroPlusB"
Quick Beams and Yoku Blocks.

How do.
You must be kidding me. You know how to do this....at least you could figure this out for yourself...you know enough ACS.
Force Beams use SetActorState(tidofthequickbeamshooter, "Fire"); and then SetActorState(tidofthesamequickbeamshooter, "Normal");
Yoku Blocks are respawned on map spots using SpawnSpot.

From the sound of it, your map is going to be raising its hand while killing everyone in the room. Not entirely sure whether to look forward to it.

Quote from: "Megaman94"
When I try to test my map after I add it to MM8BDM it says
Code: [Select]
'Things' not found in WILY2
This issue is...either a result of no actors being placed in the map or...it's a far more complex issue with your nodebuilder which I cannot help you fix.
However, if you try placing an object in your map and then saving, it should work fine. If it does not...I seriously don't know how to help you.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on August 19, 2013, 10:16:15 PM
My script is not working. What is wrong with it?

Code: [Select]
#include "zcommon.acs"

Script 1 OPEN
{
delay(1);
SectorDamage(4,255,OB_LAVA,0,DAMAGE_PLAYERS);
restart;
}
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Gummywormz on August 19, 2013, 10:18:54 PM
Your "Delay(1);" needs to be before the "Restart;". The script will terminate otherwise due to an infinite loop.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on August 19, 2013, 10:23:56 PM
Quote from: "Gummywormz"
Your "Delay(1);" needs to be before the "Restart;". The script will terminate otherwise due to an infinite loop.
ok..
now I got this...

Code: [Select]
#include "zcommon.acs"

Script 1 OPEN
{
delay(1);
restart;
SectorDamage(4,255,OB_LAVA,0,DAMAGE_PLAYERS);
}
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Gummywormz on August 19, 2013, 10:27:08 PM
I meant move it, like this:

Code: [Select]
#include "zcommon.acs"

Script 1 OPEN
{
SectorDamage(4,255,OB_LAVA,0,DAMAGE_PLAYERS);
delay(1);
restart;
}
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on August 19, 2013, 10:31:10 PM
Quote from: "Gummywormz"
I meant move it, like this:

Code: [Select]
#include "zcommon.acs"

Script 1 OPEN
{
SectorDamage(4,255,OB_LAVA,0,DAMAGE_PLAYERS);
delay(1);
restart;
}

The OB_LAVA won't work. Identifier has not been declared.  :?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on August 20, 2013, 12:04:32 AM
Could someone explain to me how the new V3B water works? I need to know so I can use it on Dive Man MI.

Yeah no, nevermind. I figured it out all by myself.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on September 09, 2013, 06:03:23 AM
I have figured out how to do one of the hardest things to do in MM8BDM. I made an underwater section.
The sample map one page one helps a lot.

EDIT: but.... what would i do if i wanted multiple under water sections? I tried changing the sector tag and the texture...
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on September 09, 2013, 02:01:04 PM
Well, water works differently now.
It uses 3D Floors (action 160) to create the visual effect of existing water checks the sector tag the player is in, along with their height in space to find whether to lower their gravity.

When I figured this out, I realized how much simpler it was comparatively...I should probably update the sample map Mess made at some point and hand it over to him so the sample is up to par with v3b...

To actually answer your question, you just need to repeat the same process, but because the script checks for a specific floor texture, the water will retain the same physical height throughout the entire map. This is one of the many reasons 3b's water is far superior to prior versions'.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: fortegigasgospel on September 10, 2013, 12:01:47 AM
Would be nice to have maybe a tutorial map for people to download and open in doom builder that can help give a visual for people to see how various things work. Mine are incredibly out dated and lost somewhere in this thread.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Messatsu on September 10, 2013, 03:00:11 AM
Here's an example map on how to have two different levels of 3d floor water.

http://www.mediafire.com/download/vw5zna6tcfsu49t/uwata2.wad
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on September 21, 2013, 09:23:25 PM
Quote from: "Messatsu"
Here's an example map on how to have two different levels of 3d floor water.

http://www.mediafire.com/download/vw5zna6tcfsu49t/uwata2.wad

I copied everything and I still can't get it working correctly
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Messatsu on September 21, 2013, 10:35:00 PM
Post your map here then so that we may look at it.  Play around with sample map too...see if you can break it and why xyz broke it.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on September 21, 2013, 10:45:11 PM
Quote from: "Messatsu"
Post your map here then so that we may look at it.  Play around with sample map too...see if you can break it and why xyz broke it.

What controls when you hit the water and hear the splash sound?

Here is my map:  

http://www.mediafire.com/?aplcllbi34q7l42 (http://www.mediafire.com/?aplcllbi34q7l42)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: -Daiki-TheOni on September 24, 2013, 09:39:14 PM
I need a bit of help here.

-what things I need to do a mappack aside from the map? I mean, the map itself, the MAPINFO....and what more? I dont know about global ACS or ACS or anything.

-How make you play the music when only 5 frags remain? where I put that information?

-Someone knows about a GOOD VIDEO-TUTORIAL for Skybox and such? I have seen some videos, but they're not helpfull.

(also, I'm doing the maps on UDMF, seems like the same as Hexen format in terms of use)

Thanks in advance!
(And the always "sorry for my trashy english")
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hilman170499 on September 25, 2013, 12:37:28 AM
Quote from: "TheunlosingQuint"
I need a bit of help here.

-To make a map pack, you need to make a new zip on SlumpEd, then place your map wads in said zip and save the zip as a .pk3.

-To do the 5-frags-left song, add a line of code called "par" in your MAPINFO. For example:
Code: [Select]
par = 2This line would make it so that the MM2 boss theme plays. To make custom ones, you need scripts.

-I don't know a video, but here is how you make a skybox. Firstly, make a sector of the map which is completely detached from the rest of the map. Naturally, you put the sky textures there. Then, in the (rough)centre of the sector, place a thing called "Skybox Viewpoint" which you can find under "Cameras and Interpolation". To make the sky visible, a floor/ceiling in the actual map should have F_SKY1 as the texture.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: -Daiki-TheOni on September 25, 2013, 12:47:24 AM
Quote from: "<*Hilman170499*>"
Quote from: "TheunlosingQuint"
I need a bit of help here.

-To make a map pack, you need to make a new zip on SlumpEd, then place your map wads in said zip and save the zip as a .pk3.

-To do the 5-frags-left song, add a line of code called "par" in your MAPINFO. For example:
Code: [Select]
par = 2This line would make it so that the MM2 boss theme plays. To make custom ones, you need scripts.

-I don't know a video, but here is how you make a skybox. Firstly, make a sector of the map which is completely detached from the rest of the map. Naturally, you put the sky textures there. Then, in the (rough)centre of the sector, place a thing called "Skybox Viewpoint" which you can find under "Cameras and Interpolation". To make the sky visible, a floor/ceiling in the actual map should have F_SKY1 as the texture.

Thanks Hilman!! Also I know how to put a map on a PK3 and such, but I didnt know if global acs or things like that were needed. I tried that of the skybox long ago but some weird things hapened, I'll try again using your steps. Also, thanks for that thing of the music (bad thing is, I dont know about scripts)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on September 25, 2013, 06:13:54 PM
Quote from: "<*Hilman170499*>"
-To do the 5-frags-left song, add a line of code called "par" in your MAPINFO.
Yeah, don't do this, as it complicates things. It's much better to simply use the following script. Remember to click Compile Scripts (page icon with a lightning bolt on it) after it's in, or it won't work. This goes in the script editor of Doom Builder while making a map (scroll page icon).
(click to show/hide)
Making a skybox is very easy. First, make a sector outside the map and give it the textures you want everywhere (ceiling, walls and floor.) Next, go to Cameras and Interpolation on Things Mode, select a Skybox Viewpoint thing and place it in the middle of the skybox (also raise it's Zheight by 8.) Finally, you need to have the texture F_SKY1 in the ceilings of the map where you want the skybox (the sky) to be seen. For horizons, set the line property to 9 (Line Horizon) on desired borders of the map so you can see the walls of the skybox properly in the map.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on September 25, 2013, 07:22:10 PM
Boos music post count: 3

Seriously, people need to learn to check through this thread to see if their question was answered already.

But to clarify, you don't have to do that if you're using core music, what Knux posted is only useful if you're using non-core music.
If you wish to use core boss music, please use par. It's simpler and requires less explanation.

List of pars (corresponding to music)
(click to show/hide)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: -Daiki-TheOni on September 26, 2013, 12:10:13 AM
Thanks, Hilman, Knux and Lego!
About the music, I want to put custom music, but I'll try to put custom boss music on the future.
also, only 1 or 2 things:

-About the Zheight what do you mean, the skybox viewpoint or the sector himself?
-can I put one of those "par" codes in the VICSONG line?

(sorry about this being the third time the boss music question is asked)
Thats all, no more questions, thanks for everything! :3
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on September 26, 2013, 12:23:05 AM
1) Raise the height of your skybox viewpoint by about 8 units. You can raise it higher later, but it needs to be at least 8 units above the ground.

2) No, no you cannot. You instead place the music code for the wanted victory song in that line.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: -Daiki-TheOni on September 26, 2013, 12:58:46 AM
:3 Thanks! I'm glad to be part of this forum! (thanks to helpfull like you and Knux and Hilman and ChaosFantasy, etc)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Messatsu on September 26, 2013, 02:02:50 AM
Quote from: "Megaman94"
Quote from: "Messatsu"
Post your map here then so that we may look at it.  Play around with sample map too...see if you can break it and why xyz broke it.

What controls when you hit the water and hear the splash sound?

Here is my map:  

http://www.mediafire.com/?aplcllbi34q7l42 (http://www.mediafire.com/?aplcllbi34q7l42)

Ok, the problem was that the watercheck function wasn't set to the proper heights for when a player hits the water.  Replace the current function with this and it should work fine.
Code: [Select]
Function int WaterCheck(void)
{
If(ThingCountSector(T_NONE, ActivatorTID(), 1) && GetActorZ(0) < -16.0){Return 2;}
If(ThingCountSector(T_NONE, ActivatorTID(), 2) && GetActorZ(0) < 140.0){Return 2;}
Return 1;
}

Basically the code for splashing etc is part of the water script, it occurs whenever you change from low to normal gravity or back.  If you're getting the effect above or below the water line, then you have the value for where the water line is incorrect in the above function.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on September 27, 2013, 02:58:16 PM
(click to show/hide)

EDIT:
(click to show/hide)

EDIT 2:
(click to show/hide)

EDIT3: How do you do custom obituary messages? I want it to appear for when someone dies in a sector.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: CStar7 on October 12, 2013, 06:57:41 PM
Ok. I've got a question that should be easy to answer.

While mapping in Doom Builder, I came across an item called "TimeStopperGiver". I figured it was the weapon from Flash Man's stage. After placing the item in a map, it wasn't there to collect. I don't understand why.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Gummywormz on October 12, 2013, 07:00:33 PM
Make sure the checkboxes labeled Easy, Medium, Hard, Fighter Class, Cleric Class, Mage Class, Singleplayer, Cooperative, and Deathmatch are checked. Sometimes they become unchecked for some reason.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: CStar7 on October 13, 2013, 07:42:25 PM
Is it possible to delete objects in Doom Builder?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Gummywormz on October 13, 2013, 07:52:31 PM
Click them once and press delete...
Title: Re: How do "I" do THAT in Doom Builder?
Post by: CStar7 on October 13, 2013, 07:56:22 PM
Oh. Should've known. Thanks Gummywormz.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: -Daiki-TheOni on October 17, 2013, 04:27:26 PM
Quote from: "Knux"
Quote from: "<*Hilman170499*>"
-To do the 5-frags-left song, add a line of code called "par" in your MAPINFO.
Yeah, don't do this, as it complicates things. It's much better to simply use the following script. Remember to click Compile Scripts (page icon with a lightning bolt on it) after it's in, or it won't work. This goes in the script editor of Doom Builder while making a map (scroll page icon).
(click to show/hide)
Making a skybox is very easy. First, make a sector outside the map and give it the textures you want everywhere (ceiling, walls and floor.) Next, go to Cameras and Interpolation on Things Mode, select a Skybox Viewpoint thing and place it in the middle of the skybox (also raise it's Zheight by 8.) Finally, you need to have the texture F_SKY1 in the ceilings of the map where you want the skybox (the sky) to be seen. For horizons, set the line property to 9 (Line Horizon) on desired borders of the map so you can see the walls of the skybox properly in the map.

Sorry to disturb again, but I tried to compile the script and gives me an error on the line 27, the line is "if(MaxFrags >= GetCVar("fraglimit") - 5 && BossMusic==False)" and the error says "false : identifier has not been declared" I just copy-pasted and then I changed the name for the songs above. also, the map is in the new UDMF, maybe it helps to find out the problem. thanks in advance!
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on October 28, 2013, 10:39:10 PM
Is there a way to rotate the selected sectors? I want to select the sectors then rotate it 180 degrees instead of having to start over on the other side. If you don't get what I am saying, I will try to explain it better.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Messatsu on October 29, 2013, 03:17:08 PM
Click the sectors, items etc (you can switch between modes while still maintaining a selection) and then press E.  Once you do that, the menu on the right should allow you to rotate, mirror, resize etc whatever you selected.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on October 30, 2013, 02:08:53 PM
Quote from: "Messatsu"
Click the sectors, items etc (you can switch between modes while still maintaining a selection) and then press E. Once you do that, the menu on the right should allow you to rotate, mirror, resize etc whatever you selected.

Thank you :)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Geno on November 03, 2013, 01:38:36 PM
Here is a question.

How do I make walls become mirrors?

I've been wondering this for a while.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on November 05, 2013, 12:28:31 AM
Make sure that the wall you want a mirror on has nothing behind it, then right click it. Look for the Line Identification tab, and select the mirror option. Should work afterwards, but remember that it might cause lag when looking at it if the map is too big.

In fact, let me go make you an example map.

EDIT: Here you go, bro. (http://www.mediafire.com/?dqh8gpuuxaoas0p)

Love the infinite image effect. ;P
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on November 06, 2013, 07:58:16 PM
How do you do custom obituary messages for a sector?

I don't know how to make a custom obituary message...  :?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Messatsu on November 06, 2013, 09:19:23 PM
How do you mean? Like

Player was explodificated by science!

or

Player melted
Player fell too far
etc etc.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on November 07, 2013, 01:18:03 AM
I want it to say,

"Player was deep-fried in oil" (it is going to be a fast food restaurant map. don't judge me -_-)

So the first example...
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Linnie on November 08, 2013, 01:51:31 AM
I'm trying to get the properties of the old wave bikes to work so I can bring back the V2C version of MM5WAV, so I copied the code from the version of MM8BDM that had them, and changed the names of each item, then added it to the .pk3, put the .txt file in a folder titled "actors" and made a DECORATE file to add it, and then edited the ACS for said map to use the new actors. However, it still has all the properties of the old actors, and I can't figure out why.

Here's the text file of the "new" actors.

(click to show/hide)

And here's the ACS for the edited V2C Waveman.

(click to show/hide)

Does anyone know where I'm going wrong, specifically?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Korby on November 08, 2013, 01:54:01 AM
where in the pk3 did you put the actors
where in the pk3 did you put the decorate file that adds them

what's that file look like
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Linnie on November 08, 2013, 02:07:36 AM
The actor folder is here:

(click to show/hide)

Its contents are here:

(click to show/hide)

The DECORATE file is here and its contents are such:

(click to show/hide)


EDIT: The solution has been found, I had just forgotten to compile the map's ACS. Silly mistake, fixed now, everything is working great.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on December 03, 2013, 12:05:32 AM
I am trying to put Fortegigasgospel's breakable walls in my map pack (http://www.cutstuff.net/forum/viewtopic.php?f=28&t=4419), and I think I got everything ok, but when I open Doom Builder 2, it won't appear. I followed the steps he gave me exactly as he told me. What did I do wrong?

Here is the code he provided me
(click to show/hide)

EDIT: it is saying "actor is an unknown flag" when I try to open it in MM8BDM
Title: Re: How do "I" do THAT in Doom Builder?
Post by: fortegigasgospel on December 03, 2013, 03:02:07 AM
Quote from: "Megaman94"
I am trying to put Fortegigasgospel's breakable walls in my map pack (http://www.cutstuff.net/forum/viewtopic.php?f=28&t=4419), and I think I got everything ok, but when I open Doom Builder 2, it won't appear. I followed the steps he gave me exactly as he told me. What did I do wrong?

Here is the code he provided me
(click to show/hide)

EDIT: it is saying "actor is an unknown flag" when I try to open it in MM8BDM
I do believe the item has to be 1 word, so HeatBlock. Been a while since I've used it. If not just post here again and I'll actually double check the map I put them in.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on December 03, 2013, 04:16:45 AM
Quote from: "fortegigasgospel"
Quote from: "Megaman94"
I am trying to put Fortegigasgospel's breakable walls in my map pack (http://www.cutstuff.net/forum/viewtopic.php?f=28&t=4419), and I think I got everything ok, but when I open Doom Builder 2, it won't appear. I followed the steps he gave me exactly as he told me. What did I do wrong?

Here is the code he provided me
(click to show/hide)

EDIT: it is saying "actor is an unknown flag" when I try to open it in MM8BDM
I do believe the item has to be 1 word, so HeatBlock. Been a while since I've used it. If not just post here again and I'll actually double check the map I put them in.

I changed it to one word and it still does that....  :?
(click to show/hide)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Gummywormz on December 03, 2013, 04:25:15 AM
Both heatblock and heatblockrespawner need to be 1 word. Additionally, the heatblockrespawner has an error needs to be replaced with this code:

Code: [Select]
actor HeatBlockRespawner
{
+NOCLIP
scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 A 175
TFOG A 3
TFOG BC 2
TNT1 A 1 A_SpawnItemEx("HeatBlock")
stop
}
}

Also, make sure you're putting this in a file called DECORATE. It is easier to place this in your map wad directly, as you'll need it when running from the launcher / on release.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on December 03, 2013, 05:27:15 AM
Quote from: "Gummywormz"
Both heatblock and heatblockrespawner need to be 1 word. Additionally, the heatblockrespawner has an error needs to be replaced with this code:

Code: [Select]
actor HeatBlockRespawner
{
+NOCLIP
scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 A 175
TFOG A 3
TFOG BC 2
TNT1 A 1 A_SpawnItemEx("HeatBlock")
stop
}
}

Also, make sure you're putting this in a file called DECORATE. It is easier to place this in your map wad directly, as you'll need it when running from the launcher / on release.

Ok
where is it in Doom Builder? I can't find it....
Title: Re: How do "I" do THAT in Doom Builder?
Post by: fortegigasgospel on December 03, 2013, 06:29:55 AM
Quote from: "Megaman94"
Quote from: "Gummywormz"
Both heatblock and heatblockrespawner need to be 1 word. Additionally, the heatblockrespawner has an error needs to be replaced with this code:

Code: [Select]
actor HeatBlockRespawner
{
+NOCLIP
scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 A 175
TFOG A 3
TFOG BC 2
TNT1 A 1 A_SpawnItemEx("HeatBlock")
stop
}
}

Also, make sure you're putting this in a file called DECORATE. It is easier to place this in your map wad directly, as you'll need it when running from the launcher / on release.

Ok
where is it in Doom Builder? I can't find it....
Thanks Gummy.
Look for this folder at the bottom MM8BDM-DESTROYABLE WALLS. May need to make that one word too.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on December 03, 2013, 07:17:00 AM
Quote from: "fortegigasgospel"
Quote from: "Megaman94"
Quote from: "Gummywormz"
Both heatblock and heatblockrespawner need to be 1 word. Additionally, the heatblockrespawner has an error needs to be replaced with this code:

Code: [Select]
actor HeatBlockRespawner
{
+NOCLIP
scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 A 175
TFOG A 3
TFOG BC 2
TNT1 A 1 A_SpawnItemEx("HeatBlock")
stop
}
}

Also, make sure you're putting this in a file called DECORATE. It is easier to place this in your map wad directly, as you'll need it when running from the launcher / on release.

Ok
where is it in Doom Builder? I can't find it....
Thanks Gummy.
Look for this folder at the bottom MM8BDM-DESTROYABLE WALLS. May need to make that one word too.

Is it in thing mode? I still can't find it....
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on December 03, 2013, 07:21:42 AM
You need to put a Doom Editor Number on the respawner in order to get it to show up in the thing types list.
To do so, you write a number (generally in the 20000 range) to the right of your actor name.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on December 03, 2013, 07:27:15 AM
Quote from: "Lego"
You need to put a Doom Editor Number on the respawner in order to get it to show up in the thing types list.
To do so, you write a number (generally in the 20000 range) to the right of your actor name.

ok, thanks

EDIT: Nope, still not there
Title: Re: How do "I" do THAT in Doom Builder?
Post by: fortegigasgospel on December 03, 2013, 03:43:21 PM
You don't place the respawner, you place the wall, when the wall is destroyed it will automaticly spawn the respawner on its location, after a bit it will respawn the wall.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on December 03, 2013, 10:30:46 PM
Quote from: "fortegigasgospel"
You don't place the respawner, you place the wall, when the wall is destroyed it will automaticly spawn the respawner on its location, after a bit it will respawn the wall.

I how do I place the wall? I can't find the graphic in doom builder...
Title: Re: How do "I" do THAT in Doom Builder?
Post by: fortegigasgospel on December 04, 2013, 01:00:42 AM
Here is an example from my SkullMI map, which has them.
(click to show/hide)
You WILL need all that extra stuff at the bottom to make it work with those weapons correctly. Just use that as a base and replace everything you need too. Also I suggest not making it HEAT. Maybe HTDW or something, you may be clashing with something else.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on December 04, 2013, 02:02:41 AM
I still can't figure it out..... :?

Here is my WAD. Can you help me, please?
https://www.mediafire.com/?7swnr9hjakq9uw3 (https://www.mediafire.com/?7swnr9hjakq9uw3)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Gummywormz on December 04, 2013, 02:18:28 AM
You never actually put the code in the file. Here is a fixed version: https://www.mediafire.com/?4y58hwuywevmhwh (https://www.mediafire.com/?4y58hwuywevmhwh)

Also, using HEATA0 will cause conflicts with atomic fire. Make sure you put the sprite in your wad also either in the main pk3 or between SS_START and SS_END tags.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on December 04, 2013, 02:27:40 AM
Thanks
Glad to have this problem finally solved.

EDIT: and the sprite's graphic is atomic fire. Curse you heat man!!!!  :evil:
And what do you mean by putting the code in the file?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: fortegigasgospel on December 04, 2013, 06:05:05 PM
Quote from: "Megaman94"
Thanks
Glad to have this problem finally solved.

EDIT: and the sprite's graphic is atomic fire. Curse you heat man!!!!  :evil:
And what do you mean by putting the code in the file?
He ment you never added the decorate or the sprite. As for the code, the HEAT has to be changed in the sprite name and the decorate.  Cause HEAT is the sprite for code for Atomic Fire.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on December 04, 2013, 10:31:50 PM
I changed the code to HTDW and it still looks like atomic fire

EDIT: What is wrong with this script?

Code: [Select]
Script 7 OPEN
{
    if(fraglimit=10)
    {
        print(s:"Warning: Preparing Missile for launch!!");
    }
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Linnie on December 17, 2013, 09:32:28 PM
I'm looking to have bobbing water in a map that's partially above and partially below water. I know I can look at Geminiman to find that partial water effect, but how would I go about having it bob up and down?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Messatsu on December 19, 2013, 11:55:54 PM
Quote from: "Megaman94"
I changed the code to HTDW and it still looks like atomic fire

EDIT: What is wrong with this script?

Code: [Select]
Script 7 OPEN
{
    if(fraglimit=10)
    {
        print(s:"Warning: Preparing Missile for launch!!");
    }
Well, everything for starters.  There's not enough info here to even begin to hell you what's specifically wrong, but I can see a bunch of items that are potentially way off point.  Can you shed a little light on what you're trying to do?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Linnie on December 22, 2013, 01:02:37 AM
I realized that the water tutorial is for the V3A method of water, is there a tutorial for the V3B method of water?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Messatsu on December 22, 2013, 04:03:54 PM
A tutorial? Not really, there's an example map though in this topic
(http://www.cutstuff.net/forum/viewtopic.php?f=27&t=1920&start=500#p258558)

How it works is fairly simple.  Script 1 and 2 handle the actual gravity and the WaterCheck function determines if the player is in a viable sector and at the correct height.  You basically only need to modify the WaterCheck function and you can leave the Scripts themselves alone.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on December 23, 2013, 07:29:16 PM
When the frag score hits 7 I want a message to be shown.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Messatsu on December 24, 2013, 03:49:18 AM
The fraglimit doesn't exactly change? I don't see it ever being 7.  Do you mean when a player SCORES 7 frags?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on December 24, 2013, 08:01:48 PM
Quote from: "Messatsu"
The fraglimit doesn't exactly change? I don't see it ever being 7.  Do you mean when a player SCORES 7 frags?

yeah
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Messatsu on December 25, 2013, 04:50:46 AM
So that'd be something like this:
Code: [Select]
Script 7 DEATH //Called when a player dies
{
SetActivatorToTarget(0); // Sets the person running the script to the person who killed the player
If(PlayerFrags() == 7){printbold(s:"Warning: Preparing Missile for launch!!");} //If a player's frags equal 7, then display the message to ALL players (printbold prints to every player, print is only to the activator)
}

In general, this is still kinda sloppy as it will trigger whenever a player's frags equal 7 for any reason, but that's the gist anyway.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on December 27, 2013, 07:34:22 PM
Quote from: "Messatsu"
So that'd be something like this:
Code: [Select]
Script 7 DEATH //Called when a player dies
{
SetActivatorToTarget(0); // Sets the person running the script to the person who killed the player
If(PlayerFrags() == 7){printbold(s:"Warning: Preparing Missile for launch!!");} //If a player's frags equal 7, then display the message to ALL players (printbold prints to every player, print is only to the activator)
}

In general, this is still kinda sloppy as it will trigger whenever a player's frags equal 7 for any reason, but that's the gist anyway.

Thanks  :)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Duora Super Gyro on January 09, 2014, 01:12:10 PM
Okay, I'm trying to figure out something related to the music that plays on the levels outside of the map scripts, I know I can set the music in the MAPINFO, so I don't do that in DoomBuilder anymore, I was looking at the Scripts for the core maps and noticed that the boss music for the maps aren't in the map scripts either, does it have something to do with the Par in the MAPINFO, and can I make my own Par for my maps?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Messatsu on January 10, 2014, 01:18:21 AM
Yes, it's PAR.  When a player dies, they give an item to the person who killed them, and that calls a script (203 I think? It's called KilledMe) which then checks the levels par to determine which boss music to play.  Look at any CSCM map, it uses a modified version of the core script to change the boss music so you can (and have permission to) copy that and just alter the names of the music.  You COULD use PAR if you wanted to tackle the scripts in a global sense, but ....that's definitely more complicated and unnecessary.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Duora Super Gyro on January 10, 2014, 01:23:44 PM
Alright, thanks a lot Mess, it helped a lot :3
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Fr3akGamer on January 12, 2014, 12:34:04 AM
Can you please upload a file with every map in MM8BDM? I need them all because I could make some remixes of stages. I am not sure how to rip graphics from other stages.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on January 12, 2014, 12:41:55 AM
Ok, here you go. http://static.best-ever.org/wads/mm8bdm-v3b.pk3

Seriously though, do you even have SLumpED or SLADE?
Both of these programs can open .pk3 files and .wad files and are generally the easiest programs to use to do so. I would recommend getting one of those programs and using it to open the 8BDM pk3 and extracting the map files yourself.

As for getting things work in Doom Builder, you should look at this tutorial. (http://cutstuff.net/forum/viewtopic.php?f=44&t=841)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Bokan on January 15, 2014, 06:01:19 PM
MM8BDM.pk3 (http://static.best-ever.org/wads/mm8bdm-v3b.pk3) inherits every Map you want to have.
In this pk3 you will find more Wad/Pk3 with the Names of your beloved Robotmaster.
Extract them and after that they are ready to use for Doom Builder.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Fr3akGamer on January 16, 2014, 08:56:48 PM
Okay. But I want to make a map from complete scratch with tiles from, say, Gravity Man's stage. Tell me how to rip the graphics and put them on a wall. Also, i need to know how to place the spike balls that go up or down when the gravity switches. Oh, and speaking of gravity switching, how do I get the gravity to switch back and forth just like in the original? I know MM5GRAX will be hard to make, but someone has to do the difficult stuff, and I'm stepping up for that.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Gummywormz on January 16, 2014, 10:32:27 PM
Right click on the wall / floor and change the texture. Spike Balls are things and gravity is done with ACS scripts.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Fr3akGamer on January 19, 2014, 11:10:30 PM
What's the ACS script?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Fr3akGamer on January 20, 2014, 09:02:54 PM
Never mind that, I got it. But now I have another problem. I made a sector for a teleporter, and I added the right texture to the top and all sides, but I'm having trouble matching the top texture to the others. I can't change the offset, as shown in this picture: http://imgur.com/MkZ7x4X (http://imgur.com/MkZ7x4X)

What do I do?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Gummywormz on January 20, 2014, 09:28:12 PM
There is more than 1 teleporter texture. You can try and use those. You can also just move the sector.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Fr3akGamer on January 20, 2014, 09:29:40 PM
Okay. And another thing: how do I make the spike balls move up and down when the gravity switches?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on January 23, 2014, 03:53:00 AM
I noticed something in one of my maps...
(http://i44.tinypic.com/11c42ub.png)
Is there any way to fix the Tutti-frutti effect?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Fr3akGamer on January 26, 2014, 07:30:55 PM
Another question. Instead of using the heavy-light switch for MM5GRAX, I'll just use the script that allows you to walk on the ceiling in some parts of the level, like in RNCDW3. I put it in the script editor, but I cannot activate it in certain sectors. What do I do?

Here is the script:


#include "zcommon.acs"
#library "rncacs"



//DW3 "Inverted" gravity script
script 486 (int jump)
{
   int speed = GetActorProperty(0,APROP_SPEED);
   switch (jump) {
   //Heading towards Ceiling, disable jump
      //Double Speed on Ceiling
      case 2:
      SetActorProperty(0,APROP_JumpZ,0.0);
      if (speed == 1.45||speed == 2.9) {
        SetActorProperty(0,APROP_SPEED,2.9);
      } else {
        SetActorProperty(0,APROP_SPEED,2.0);
      }
        break;
        
      case 1:
      SetActorProperty(0,APROP_JumpZ,0.0);
      if (speed == 1.45||speed == 2.9) {
        SetActorProperty(0,APROP_SPEED,1.45);
      } else {
        SetActorProperty(0,APROP_SPEED,1.0);
      }
        break;
        
   //Restore Normal jump and speed
      case 0:
      SetActorProperty(0,APROP_JumpZ,10.0);
      if (speed == 1.45||speed == 2.9) {
        SetActorProperty(0,APROP_SPEED,1.45);
      } else {
        SetActorProperty(0,APROP_SPEED,1.0);
      }
        break;
      default:
      SetActorProperty(0,APROP_JumpZ,10.0);
      if (speed == 1.45||speed == 2.9) {
        SetActorProperty(0,APROP_SPEED,1.45);
      } else {
        SetActorProperty(0,APROP_SPEED,1.0);
      }
        break;
   }
}
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Fr3akGamer on February 19, 2014, 04:29:31 AM
Okay, the script started working, so I got that going for me, which is nice. But I have another problem. I need to know how to make a bridge like the one right above the Party Ball in MM8DW2. A bridge with nothing under it. Can someone please tell me how to do it?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on February 19, 2014, 05:27:36 PM
You can learn about a lot of things by simply looking at other maps. Copying from other maps at first is how most people learn.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Fr3akGamer on February 19, 2014, 05:53:36 PM
I tried copying it, but in Doom Builder, it shows nothing. In the actual game, it shows a bridge. How can I copy and paste it if I can't see anything? BTW, I tried copying the sector, and NOTHING WORKED.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Fr3akGamer on February 19, 2014, 06:07:21 PM
(http://i.imgur.com/87yQo5f.png)

This is all I get when I copy and paste it. Just a little gap, but no bridge with it. The bridge in MM8DW2 was invisible in Doom Builder, yet it was visible and solid when I went on the map in the game. I'm not sure what I'm doing wrong here.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on February 19, 2014, 06:57:59 PM
Outside of the map, you will notice sectors that appear out of place. These sectors are used to create the height used for these bridges known as 3D Floors.

The sectors all have at least one line in them that controls the features of the 3D floor such as the sector on which the 3D floor is applied, the transparency of the 3D floor. Maps such as MM8AQU, MM8CLO, MM8AST, and even simpler maps like MM5STO [the linedef bridges in the middle use one for its hitbox.] use them.
Ever since the release of Zandronum, 3D floors have become relatively standard in most 8BDM maps.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Ivory on February 19, 2014, 07:33:30 PM
In terms of being invisible, you either have to use GZDoom Builder or a special plugin for normal doom builder to see them in 3D mode.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Fr3akGamer on February 19, 2014, 10:07:57 PM
In this tutorial: http://www.youtube.com/watch?v=5rsLrwFlhME (http://www.youtube.com/watch?v=5rsLrwFlhME) it shows how to make 3D floors. There's one part where it says you have to look under the sector and raise it from there. However, when I look under the sector, this is all I see: (http://i.imgur.com/2WoJECL.png)
I don't see a floor. How do I fix that?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on February 19, 2014, 10:19:34 PM
As Ivory stated, you will need GZDoom builder or a plugin for Doom Builder 2 in order to see 3D floors in visual mode. You preview the map to see them in game, however.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Fr3akGamer on February 19, 2014, 10:36:29 PM
Where can I get the plugin?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Fr3akGamer on February 19, 2014, 10:44:40 PM
Is there a way to keep my configurations from DB2 when I use GZDB, or do I have to re-configure the whole thing all over again?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hallan Parva on February 19, 2014, 10:57:38 PM
Unfortunately you'll have to redo your configuration settings with GZDoom Builder.
Fortunately it only takes about six minutes if you remember how Doom Builder did it, because it's the same process.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Fr3akGamer on February 20, 2014, 01:06:48 AM
Can someone please link to me the GZDoom plugin for Doom Builder?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Fr3akGamer on February 20, 2014, 02:20:06 AM
Never mind, I got that down. Next question: do you know any levels with some good glass textures?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on February 20, 2014, 02:31:21 AM
Shade Man and MM7DW4 are a good start.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Fr3akGamer on February 20, 2014, 02:42:15 AM
Okay then. Next question. I ripped this from MM7CLO, but I need to make it transparent. How do I do that?

(http://i.imgur.com/keAOais.png)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on February 20, 2014, 02:53:35 AM
How did you get it to look like that? o_O Anyway, Ring Man's glass is an equally good replacement.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Fr3akGamer on February 20, 2014, 04:01:17 AM
I just made a very thin sector and moved the ceiling to the 3D floor to make it look like a wall, and it worked. Then I used the glass texture from MM7CLO on the linedef, but I cannot make it see-through, like in MM7CLO. Please tell me what to do.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on February 20, 2014, 09:53:43 PM
Nevermind that for a moment. It seems you're using textures in MM5GRAX that aren't Gravity Man textures. Some stages have it justified, like MM6BLI (because of having so few), but you should avoid using textures not pertaining to the robot master whenever possible. In the case of Gravity Man, it has enough textures (including some that weren't used) to warrant not using textures from other stages.

Now then, to use the window textures correctly, you don't use a sector. You draw a line and place the texture in both middle sides of it. Just remember to check Lower and Upper Unpegged, then click OK and adjust as needed.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hallan Parva on February 20, 2014, 10:29:19 PM
Alternatively you could make a second 3D Floor underneath the first one, as 3D Floors inherit texture transparencies similar to middle linedefs.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Fr3akGamer on February 20, 2014, 11:55:03 PM
Okay, Knux, I did that stuff you said, and now it looks like this:
(http://i.imgur.com/AtNtRlu.png)
I want to get it to hang from the roof and go down to the top of the 3D floor.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Fr3akGamer on February 22, 2014, 04:40:44 PM
Never mind, I found the problem. That specific texture is not tall enough. So I will just use a texture from MM4RIN. I guess that's all the help I need for now.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on March 03, 2014, 07:11:31 PM
Okay, I haven't been able to figure this one out for days now. How do I make 3D floors slippery as ice?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Ivory on March 03, 2014, 07:15:02 PM
You can't, or else Frost Man would of had slippery 3D Floors on it.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on March 03, 2014, 07:19:27 PM
Aw hell, that's too bad. Thanks for the quick response, though.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: PotatoStrike on April 05, 2014, 03:46:46 PM
How do I make slopes?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on April 05, 2014, 10:55:24 PM
Select a line and give it action 181 - Plane Align (slope), then play around with Front/back until you get it right. I know how it's done in one try, but explaining it is tedious. Go experiment.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: PotatoStrike on April 08, 2014, 04:29:34 PM
Thank you Knux.
And how do I correct textures?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on April 08, 2014, 04:38:48 PM
What do you mean by correct?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: PotatoStrike on April 09, 2014, 03:42:40 PM
By correct, I mean the textures that moves a little and when I try to correct them, they move alone.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on April 09, 2014, 05:39:20 PM
You must be talking about how to align textures. If you want to place them in a neutral position, click them and set all four values in the second tab to 0. Be warned, however, that should NEVER CHANGE THE SECTOR INDEX.

Anyway, once you have set everything to 0, enter 3D mode and start aligning them with whatever controls you have set up for it. I use the directional arrows for it, and ESDF (default) for movement during 3D mode, including mouse aiming.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on April 13, 2014, 04:05:41 AM
Er, stupid question time.
How do you prevent bots from going over certain ledges?
In one of my maps, they keep falling into the lava.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on April 13, 2014, 05:28:18 AM
Bots count as monsters because of how they were set up for 8BDM, so adding block monster to a line [it's a checkbox in the linedef properties] will prevent bots from crossing it.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on April 16, 2014, 01:33:41 AM
Quote from: "Lego"
Bots count as monsters because of how they were set up for 8BDM, so adding block monster to a line [it's a checkbox in the linedef properties] will prevent bots from crossing it.

Thank you  :)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: -FiniteZero- on April 18, 2014, 09:56:01 PM
Is it possible to have different music for different rooms, but do it in such a way that it only changes the music for the person in said room and not anyone else?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Gummywormz on April 18, 2014, 10:12:01 PM
Use LocalSetMusic (http://zdoom.org/wiki/LocalSetMusic) instead of SetMusic.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Samario on April 26, 2014, 06:55:13 PM
Is there any way to make a texture appear smaller on a wall? I'm trying to make a skybox, and the cloud texture is just too big for where it's placed.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Jakeinator on April 28, 2014, 12:08:31 AM
Can someone give me the the rundown on having a 3D floor above water, I've tried it before without help and it turned out really ugly.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on April 28, 2014, 01:34:35 PM
If you know how to do both by separate, then what you need to do is draw the 3d floor sector in the water sector, give it a different tag then play around in the scripts lump to change tags. You need to include the 3d floor sector's tag into the water script.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on May 17, 2014, 10:25:51 PM
When I try to test my map in my pk3 file, i get
Warning: 0XBEEFCAFE Enountered!

What the hell does that mean? :?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Jakeinator on May 19, 2014, 12:40:13 AM
Hey anyone know what format the new maps are in? I tried opening Burner Man's map in Doom Builder 2 and it wouldn't show up. Atleast that's what i assume the problem is.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on May 19, 2014, 12:45:21 AM
Quote from: "Jakeinator"
Hey anyone know what format the new maps are in? I tried opening Burner Man's map in Doom Builder 2 and it wouldn't show up. Atleast that's what i assume the problem is.

Zdoom (Doom in UDMF Format)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Jakeinator on May 26, 2014, 09:43:32 PM
Quick question, even if it doesn't involve doombuilder it involves mapping. How do you do the boss music and victory song WITHOUT having to use the "if(PlayerFrags() == GetCVar("fraglimit") - 5){" kind of scripts seperatly in all of your maps, and only have that global type of one. I noticed when checking vanilla maps for some examples of scripts for gimmicks, i noticed none of them used the GetCVar method.

If this is hard to understand and worded weirdly, I'm sorry. I don't really understand coding in general all to well, let alone zandronum's coding
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on May 27, 2014, 02:36:34 AM
From what I've heard, it has to do with the PAR in the MAPINFO lump, but I forgot the specifics...
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Jakeinator on May 27, 2014, 03:15:38 AM
Thats all the help i needed, I took a look into the PAR of some maps in various map packs, and then the .ACS files of all of them and found a big hunk a code simplifying the GetCVar junk and adding par to it. Thanks for the clue to the puzzle!
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on May 27, 2014, 03:17:03 AM
Oh great, that's good. D:
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on May 27, 2014, 05:07:04 AM
I wrote a response to this issue, but apparently never actually posted it.
I don't understand anything anymore...

Anyhow. MAPINFO uses par as Knux has mentioned to control the boss and victory music.
I would not recommend modifying the script and placing it in a global scope because that would create unneeded compatibility issues.
Honestly, the optimal solution in my opinion uses the [maybe slightly updated] version of the scripts uses in CSCM/Rozpack.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on May 28, 2014, 05:24:14 PM
Ok, so I was playing around for a while and I still couldn't figure this out. Can you explain how to do the quickbeams?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Jakeinator on May 30, 2014, 02:53:19 AM
Quick question: How do I create an animated texture? Such as the way all water is animated, or the flashing bars in the wily tower 2 skybox?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on May 30, 2014, 03:07:27 AM
First, you want the animation frames for the texture you want animated. You need to define these normally as you would with any other texture. Suppose it's a waterfall as an example, and the texture names (NOT THE PATCH NAMES) are WATRFL1, WATRFL2... following a number. In this case, we want to make define a texture in the TEXTURES lump called WATRFLX and have it use the same patch (or picture) as WATRFL1.

Now, save the lump's changes when prompted, and create a new lump called ANIMDEFS. In this new lump, you'll want to have something like this:

texture WATRFLX
    allowdecals
    pic WATRFL1 tics 4
    pic WATRFL2 tics 4
    pic WATRFL3 tics 4

"Texture" is the name of the texture to animate, which we used back in the TEXTURES lump. "Pic" is a texture to use in the animation. These should go in the order you want the animation to occur. And finally, "tics" stands for the amount of time said frame should be displayed, and you can adjust this to your discretion.

Hope this helps.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on May 30, 2014, 03:29:30 AM
Quote from: "Megaman94"
Ok, so I was playing around for a while and I still couldn't figure this out. Can you explain how to do the quickbeams?
There are scripts that activate the QuickbeamShooter actors. In order to activate them, you must give them a tag under action in the thing properties.
Then you would want to create a script to activate them.
Title: Back to asking...
Post by: Hilman170499 on June 24, 2014, 02:49:01 PM
*The answers to the following should be compatible with Hexen format.(I am aware that maps are now in UDMF but still...)

1)You know how you can make floors and ceilings of different heights? Yeah, if you made a ladder on walls of such places, the "ladder" would continue in the upper part of the corresponding LINEDEF. How does one fix that?
2)Can someone please remind me how to make fences and windows?
3)How do you make a splash effect?

Thanks in advance.
Title: Re: Back to asking...
Post by: Megaman94 on June 25, 2014, 02:09:31 AM
Quote from: "<*Hilman170499*>"
*The answers to the following should be compatible with Hexen format.(I am aware that maps are now in UDMF but still...)

2)Can someone please remind me how to make fences and windows?


Thanks in advance.

Click on the line and for action, pick 121-Line identification and make sure you have upper and lower unpegged checked. If you want people to jump over your fence make sure flags is set to 2. If not, I usually click Impassable
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on July 04, 2014, 02:05:40 AM
Alright, how do I properly set up two skyboxes? I've done it before, but I was told that the method I used was far too tedious. They didn't elaborate, either.  :|

This is the method I used long ago. (http://zdoom.org/wiki/Classes:SkyPicker)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on August 04, 2014, 05:54:59 PM
I know this is not MM8BDM related, but it is  Doom builder related. After all it is called "How do "I" do THAT in Doom Builder?" and not "How do "I" do THAT in MM8BDM?

I want a floor to lower when all the monsters are dead

this is what I got so far:

Code: [Select]
#include "zcommon.acs"

Script 1 OPEN  
{
if (T_ARACHNOTRON=0){Floor_LowerToLowest(1,70);}
}
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on August 04, 2014, 06:07:40 PM
http://zdoom.org/wiki/Actor_properties#Activation (http://zdoom.org/wiki/Actor_properties#Activation)

Perhaps this can help you out. Otherwise, just use the search engine in that site for now.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on August 04, 2014, 06:42:54 PM
I am getting closer....

Code: [Select]
#include "zcommon.acs"

Script 1 OPEN
{
int AracsPresent = ThingCountSector(T_ARACHNOTRON, 0,0);
}

SCRIPT 2 OPEN
{
if(T_ARACHNOTRON () == 0) {Floor_LowerToLowest(2,70);}
}
Title: Re: How do "I" do THAT in Doom Builder?
Post by: marioluigi001 on August 09, 2014, 03:37:38 AM
This has probably been asked before but, how do I make buttons and when pressed, have them raise or lower specific floors/sectors?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on August 09, 2014, 11:55:32 PM
Quote from: "marioluigi001"
This has probably been asked before but, how do I make buttons and when pressed, have them raise or lower specific floors/sectors?

Tag the button and floor with the same ID number. For the button action, choose "20 Floor Lower" Be sure to check "repeatable action" and "when player presses use"
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on August 17, 2014, 08:37:47 PM
Alright, so I've sitting here for a while, looking at the core's Burst water scripts. I need that kind of floating water in one of my maps without it moving, but all I've managed to do so far is make normal water. I can't figure that script soup for the life of me.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on August 17, 2014, 09:20:36 PM
Don't worry, it took me a while to figure out too.
The script is freaking weird and basically you need to set the light level [yes, the light level] the sector you want to have burst water to less than 255, I would recommend 254.
This is only true, however, if you don't want to completely recode the water yourself.

EDIT: I took the liberty of messing with the script myself, haven't had the opportunity to test it out though.
Code: [Select]
script 1 ENTER
{
int WaterType = WaterCheck();
int WaterGravity;
int i;

Switch (WaterType)
    {
    Case 1:
    If(WaterGravity == 1)
        {
        WaterGravity = 0;
ThrustThingZ(ActivatorTID(),0,0,0);
ACS_ExecuteAlways(5,0,0);
        If(i<=0)
            {
            SpawnProjectile(0, "MMSplash",0,0,0,0,0);
            i=20;
            }
        }
    break;
    Case 2:
    If(WaterGravity == 0)
        {
        ACS_ExecuteAlways(5,0,1);
ThrustThingZ(ActivatorTID(),5,0,1);
        WaterGravity = 1;
        If(i<=0)
            {
            SpawnProjectile(0, "MMSplash",0,0,0,0,0);
            i=20;
            }
        }
    break;
    }
if(GetActorProperty(ActivatorTID(),APROP_HEALTH)<1){terminate;}
if(i > 0){i--;}
Delay(1);
Restart;
}

From here, you would modify the WaterCheck() function as you would in any other map with water.
Oh right, script 5 is in the Burstman map. It just makes it so the movement is smoother in the water.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on August 17, 2014, 11:34:25 PM
It didn't work, and after adding/subtracting scripts and values to see if anything would make it work, nothing happened. This is quite the puzzle.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on August 18, 2014, 12:38:37 AM
I sat down to work on it and found the issue. I'll send you the corrected script directly.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on August 18, 2014, 01:13:45 AM
That you did! Thank you very much, Lego.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: skully on September 02, 2014, 06:40:47 AM
HAving some problems with this script.
Code: [Select]
str BOSSSONG = "MM2BOSS"; //Put the boss music here
str VICSONG = "MM2VIC"; //And this is your victory music
int Maxfrags;
Bool BossMusic;

script 203 (void)
{

int modeofplay = ACS_ExecuteWithResult(975);
int IsTeamGame = ACS_ExecuteWithResult(975,1);

Switch(modeofplay)
   {
   Case 0: // DM / TDM
   Case 5: //Terminator too!
   if(GetCVar("fraglimit") <= 5){terminate;}
   If(IsTeamGame==0)
      {
      if(PlayerFrags() <= maxfrags){terminate;}
      maxfrags = PlayerFrags();
      }
   If(IsTeamGame==1)
      {
      If(BlueScore() <=maxfrags && RedScore()<=maxfrags){Terminate;}
      If(BlueScore() > maxfrags){maxfrags=BlueScore();}
      If(RedScore() > maxfrags){maxfrags=RedScore();}
      }
   if(MaxFrags >= GetCVar("fraglimit") - 5 && BossMusic==False)                                               X
      {
    SetMusic(BOSSSONG);
      BossMusic=True;
      }
   if(MaxFrags >= GetCVar("fraglimit"))
      {
    SetMusic(VICSONG);
      }
   break;
   Case 1: //possession
   break;
   Case 2: //LMS / TLMS
   break;
   Case 3: //Duel
   if(GetCVar("fraglimit") <= 1 || PlayerFrags() <= maxfrags){terminate;}
   maxfrags = PlayerFrags();
   if(MaxFrags == GetCVar("fraglimit") - 1 && BossMusic==False)
      {
    SetMusic(BOSSSONG);
      BossMusic=True;
      }
   if(MaxFrags >= GetCVar("fraglimit"))
      {
    SetMusic(VICSONG);
      Delay(35*6);
      SetMusic("*");
      }
   break;
   Case 4: // CTF
   break;
   }
}

The line with the X gives an error, "false : Identifier has not been declared"
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on September 03, 2014, 02:27:47 AM
set the following as the first line in the script:
Code: [Select]
#include "zcommon.acs"
Title: Re: How do "I" do THAT in Doom Builder?
Post by: BookofDobson on October 08, 2014, 08:20:05 PM
How do I make a skybox?
And correct the lighting
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on October 08, 2014, 08:28:23 PM
Draw a sector outside of the map (apart from it) and give it the textures and stuff you want showing in horizons and skies. Then, place a Skybox Viewpoint object (located in Cameras and Interpolation) in the middle of your skybox and give it a Zheight of at least 8.

To adjust brightness, press S to enter Sectors Mode, then right click a sector and give it 255 brightness or whatever. If you wanna make everything 255 bright as it should be, just hold left click and expand the square to select all the sectors, then right click one and give it 255 brightness and click OK.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: BookofDobson on October 08, 2014, 08:41:35 PM
Quote from: "Knux"
Draw a sector outside of the map (apart from it) and give it the textures and stuff you want showing in horizons and skies. Then, place a Skybox Viewpoint object (located in Cameras and Interpolation) in the middle of your skybox and give it a Zheight of at least 8.

To adjust brightness, press S to enter Sectors Mode, then right click a sector and give it 255 brightness or whatever. If you wanna make everything 255 bright as it should be, just hold left click and expand the square to select all the sectors, then right click one and give it 255 brightness and click OK.

Ok
How to I make climbable ladders and teleporters?
I seem to know some of the basics but I can't get some of these for the life of me
(I'm a mapping noob)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on October 08, 2014, 09:04:08 PM
Ladders - Select a line and look for Thing > Thing Trust Z. Set the force to 15, check the Repeatable Action box, and specify below that it happens when "Player Bumps". Just remember to use a proper ladder texture on the wall.

Teleporters - Kinda tricky at first, so read carefully. Create the 64x64 sectors where you apply the teleporter textures. Now, go into Things mode. Select an Actor Hits Floor thing in Sector Actions, and give it property 70: Teleport. Once you give it that property, select a Teleport Destination located in the Teleport objects near the start of the thing list, and give it a Tag number. Finally, use that same Tag number in the Actor Hits Floor thing's Teleport property, where it asks for the destination thing's Tag number.

If you still don't got it, just get back here.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: supershadow64ds on October 09, 2014, 11:56:42 PM
This is a bit of a simpler question, but how do I control the Roaders from Turbo Man's stage to follow a path I create, or, better yet, how do I create a path for them to follow in the first place?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on October 10, 2014, 08:19:52 PM
Turboroaders take curves by going over a line which activates a script for them to face a certain angle. I suggest that you look at Turbo Man's map in Doom Builder and try to copy what it does.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: supershadow64ds on October 10, 2014, 08:35:28 PM
Quote from: "Knux"
Turboroaders take curves by going over a line which activates a script for them to face a certain angle. I suggest that you look at Turbo Man's map in Doom Builder and try to copy what it does.

I don't mean to be rude, but I tried doing that by extracting the Turboman wad from the MegaMan8-bitDeathmatchv4a file, and I couldn't load it in DoomSeeker for some odd reason.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: BookofDobson on October 10, 2014, 09:01:56 PM
Quote from: "supershadow64ds"
Quote from: "Knux"
Turboroaders take curves by going over a line which activates a script for them to face a certain angle. I suggest that you look at Turbo Man's map in Doom Builder and try to copy what it does.

I don't mean to be rude, but I tried doing that by extracting the Turboman wad from the MegaMan8-bitDeathmatchv4a file, and I couldn't load it in DoomSeeker for some odd reason.

Yikes... All you had to do was copy and paste. You may have to download another MM8BDM if you can't find a way to put it back

@ knux umm what tag for the teleporters? was it the the sector tags or the normal tags?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: supershadow64ds on October 10, 2014, 09:05:29 PM
Quote from: "BookofDobson"
Quote from: "supershadow64ds"
Quote from: "Knux"
Turboroaders take curves by going over a line which activates a script for them to face a certain angle. I suggest that you look at Turbo Man's map in Doom Builder and try to copy what it does.

I don't mean to be rude, but I tried doing that by extracting the Turboman wad from the MegaMan8-bitDeathmatchv4a file, and I couldn't load it in DoomSeeker for some odd reason.

Yikes... All you had to do was copy and paste. You may have to download another MM8BDM if you can't find a way to put it back

The Turbomad.wad file I had was only extracted; Not extracted and moved. I used SlumpEd. The original Turboman.wad file is still in the Mega Man pk3 file, only the extracted wad file I have just doesn't contain any map data, at least not any readable by Doom Builder.

-facepalm-
And it's just now I'm remembering PK3 files are just renamed Zip files.

Still! Even after renaming the PK3 file to .Zip and copying and pasting Turboman.Wad, It still has no level data in Doom Builder.

Final Edit: Turns out, MM8BDMv4's Turbo Man stage is apparently weirdified and has no readable level data, so I justed used v3b's Turbo Man instead.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: BookofDobson on October 15, 2014, 02:02:27 PM
Ok how do I make underwater and 3d floors
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on October 15, 2014, 07:13:49 PM
I am trying to make it so a player only hears a sound (i.e. the gravity warning sound) when they are only in a certain sector. I used Wily 2 from the mega man Powered Up WAD as an example, but I still couldn't get the sound to play. The script works (the gravity is lowered) but the sounds do not play.

(click to show/hide)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Gummywormz on October 15, 2014, 10:38:09 PM
SpawnSpot is used for spawning things, not sounds. You probably want something to do with LocalAmbientSound (http://zdoom.org/wiki/LocalAmbientSound)

As for hearing it an certain sector, I'm not sure if you mean hearing it when entering a sector, or only when someone is in that sector. For entering a sector you'd need an actor enters / leaves sector object. If you want it to play only in that sector, it's a bit trickier. You need a script that terminates if they players leave / a DECORATE flag item to control it. Look at LMSGame's King of the Red Circle (LMS28) for an example.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on October 15, 2014, 10:58:45 PM
Quote from: "Gummywormz"
SpawnSpot is used for spawning things, not sounds. You probably want something to do with LocalAmbientSound (http://zdoom.org/wiki/LocalAmbientSound)

As for hearing it an certain sector, I'm not sure if you mean hearing it when entering a sector, or only when someone is in that sector. For entering a sector you'd need an actor enters / leaves sector object. If you want it to play only in that sector, it's a bit trickier. You need a script that terminates if they players leave / a DECORATE flag item to control it. Look at LMSGame's King of the Red Circle (LMS28) for an example.

Weird, The powered up expansion used SpawnSpot for MMPD2 for the tick-toc sound.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: crazytobuildmc on October 16, 2014, 06:47:35 AM
How do I add music? :cry:
Title: Re: How do "I" do THAT in Doom Builder?
Post by: BookofDobson on October 18, 2014, 07:02:26 PM
Ok.
How do I make a sector that damages those that stay in it too long and how do I make a Crusher?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on October 18, 2014, 11:21:26 PM
Quote from: "BookofDobson"
Ok.
How do I make a sector that damages those that stay in it too long and how do I make a Crusher?

Code: [Select]
Script 1 OPEN
{
Sector_setdamage  (sector tag, amount, means of death);
}
Title: Re: How do "I" do THAT in Doom Builder?
Post by: BookofDobson on October 18, 2014, 11:47:28 PM
And the crusher?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on October 19, 2014, 01:42:05 AM
Quote from: "BookofDobson"
And the crusher?

Code: [Select]
Script 2 OPEN
{
Ceiling_CrushAndRaise (sector tag, speed, crush [, crushmode]);
restart;
}

Crush is the Damage taken from being crushed. For crushmode, I'd use 0.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: BookofDobson on October 20, 2014, 10:04:58 PM
3d floors are really frustrating is there an example anywhere?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on October 22, 2014, 05:36:45 PM
Quote from: "crazytobuildmc"
How do I add music? :cry:
Quote from: "crazytobuildmc"
I want to add music to my stage without replacing another stage. How do I do that?
Already asked in 'How do I do THAT in doom builder?', but my question was just ignored :cry:

Whoa sorry dude, I noticed your question but wasn't in an opportune spot to adequately answer [read: I was on my phone and phone typing is dumb.]

Alright...first off you need your music file, preferably looped and compressed (http://cutstuff.net/forum/viewtopic.php?f=44&t=3332). The music file name must be 8 characters or less in length [not including the file extension] and should preferably be in a .ogg format.
In order to add music, you will need a wad editor such as SLumpEd (http://slumped.mancubus.net/index.php?page=downloads) or SLADE (http://slade.mancubus.net/index.php?page=downloads). Open your map wad file in one of those editor and click import files at the top. Find your music file and click open.

Next, you need to make sure the music file is not in between your map marker and ENDMAP lumps. This is important. Your map will crash if anything is in between these files that is not supposed to be there.

Finally, create a new lump file, name the file MAPINFO. Again make sure it is not in between the map marker and ENDMAP files. Right click and view as text if you're using SLADE. MAPINFO handles a group of information that maps will use to work properly.

Here's an example of MAPINFO from the map MM2AIR:
Code: [Select]
map MM2AIR "AIR MAN"
{
   next = "MM2HEA"
   sky1 = "AIRSKY", 0
   music = "AIRMUS"
   aircontrol = 0.5
   par = 2
   }

the name is denoted by the map's lump name followed by the full name of the map in quotations.
music is the 8 character song file I told you to make earlier.

If you have any other questions, ask them here or PM me directly.

Quote from: "BookofDobson"
3d floors are really frustrating is there an example anywhere?
LEG05 in my map pack has 3 3D Floors if I remember correctly, two of which are visibly solid and one is completely transparent. This should provide a decent basis for you to work with. Remember Doom Builder has a search option through which you can find things like sector tags and linedef actions.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: BookofDobson on October 22, 2014, 08:25:40 PM
Oh I forgot and probably sounds like a silly question but how do you extract maps so you can look at them in Doom builder
Title: Re: How do "I" do THAT in Doom Builder?
Post by: LlamaHombre on October 22, 2014, 09:46:59 PM
Open up MM8BDM.pk3 itself in Slade or SLumpEd or something like that, scroll down until you find your map of choice, right click, export to wherever, and then open it up in Doom Builder.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: BookofDobson on October 23, 2014, 11:06:09 AM
Quote from: "LlamaHombre"
Open up MM8BDM.pk3 itself in Slade or SLumpEd or something like that, scroll down until you find your map of choice, right click, export to wherever, and then open it up in Doom Builder.

Doom builder then tells me to pick a list of maps on the wad of choice but there is no map listed therefore I can't open it :?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: crazytobuildmc on October 23, 2014, 02:48:37 PM
Quote from: "Lego"
Quote from: "crazytobuildmc"
How do I add music? :cry:
Quote from: "crazytobuildmc"
I want to add music to my stage without replacing another stage. How do I do that?
Already asked in 'How do I do THAT in doom builder?', but my question was just ignored :cry:

Whoa sorry dude, I noticed your question but wasn't in an opportune spot to adequately answer [read: I was on my phone and phone typing is dumb.]

Alright...first off you need your music file, preferably looped and compressed (http://cutstuff.net/forum/viewtopic.php?f=44&t=3332). The music file name must be 8 characters or less in length [not including the file extension] and should preferably be in a .ogg format.
In order to add music, you will need a wad editor such as SLumpEd (http://slumped.mancubus.net/index.php?page=downloads) or SLADE (http://slade.mancubus.net/index.php?page=downloads). Open your map wad file in one of those editor and click import files at the top. Find your music file and click open.

Next, you need to make sure the music file is not in between your map marker and ENDMAP lumps. This is important. Your map will crash if anything is in between these files that is not supposed to be there.

Finally, create a new lump file, name the file MAPINFO. Again make sure it is not in between the map marker and ENDMAP files. Right click and view as text if you're using SLADE. MAPINFO handles a group of information that maps will use to work properly.

Here's an example of MAPINFO from the map MM2AIR:
Code: [Select]
map MM2AIR "AIR MAN"
{
   next = "MM2HEA"
   sky1 = "AIRSKY", 0
   music = "AIRMUS"
   aircontrol = 0.5
   par = 2
   }

the name is denoted by the map's lump name followed by the full name of the map in quotations.
music is the 8 character song file I told you to make earlier.
I mean music in the game. Not custom. Sorry for not being specific.
Title: I don't enjoy nested quotes.
Post by: Russel on October 23, 2014, 05:32:19 PM
Quote from: "crazytobuildmc"
I mean music in the game. Not custom. Sorry for not being specific.
Then you would only need to do the steps related to MAPINFO.
To see the music loaded in 8BDM, open MM8BDM-v4a.pk3 in the SLumpEd or SLADE and each of the files in musics.wad are viable for use in maps.

Quote from: "BookofDobson"
Doom builder then tells me to pick a list of maps on the wad of choice but there is no map listed therefore I can't open it :?
Try opening the map with the game configuration set to ZDoom: Doom in UDMF Format as all the maps in 8BDM were converted to that format with v4a's update. The initial tutorial was never updated, but the method of setting it up for 8BDM is exactly the same, just in a different config.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: crazytobuildmc on November 09, 2014, 10:49:12 AM
How do I show a skybox through a linedef?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on November 09, 2014, 11:32:12 AM
Apply linedef action 9 [line horizon] to the linedefs you wish to apply the skybox to.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on November 27, 2014, 05:30:51 AM
I seem to have trouble with the testing mode for UDMF format. It always asks for Doom, when it never does that in Hexen format. I checked the setup and it seems to be the same as always. What's up with that?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on November 27, 2014, 08:51:32 PM
Under the testing tab in the game configurations menu, check the box that says "customize parameters" and change the line
Code: [Select]
-iwad "%WP" to
Code: [Select]
-iwad "megagame.wad"
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on November 27, 2014, 11:24:25 PM
That worked, Lego to the rescue.  :ugeek:
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hilman170499 on December 23, 2014, 12:09:46 AM
Does anyone know how to solve, let's say, this situation?:
Let's say you have multiple DoomBuilder windows active, each with different maps, and you want to transfer the sectors of one map to the other without the paste feature throwing them off the grid. Is there an alternative to perform this successfully?

Thanks in advance.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on December 23, 2014, 12:33:08 AM
When pasting sectors in Doom Builder, you are able to drag their vertices in such a way that realigns their sections with the grid.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: DMGUYDZ64 on December 27, 2014, 10:56:15 AM
How are you guys creating Floating slopes ? ,Serisouly slope is easy to do .aswell as 3D Floors but i'm confused about how you done both in same time ...
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hilman170499 on December 27, 2014, 02:48:04 PM
How do you do the following?:
1) A map script where if a player stands on a tagged sector for too long, they'll get sector damage.
2) How to make burning oil? I did some thorough research and re-created what I saw, but it did not work...
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on December 27, 2014, 07:56:53 PM
Here's some things that might help:

1) http://zdoom.org/wiki/SectorDamage (http://zdoom.org/wiki/SectorDamage) - you wanna look at the line that says Sector Damage in the example script. The rest is just text that appears in the HUD, but do read the article since it's concise.

2) I guess you looked at Oil Man's map from the core? If so, be wary of the sector tags the sectors with oil have, and check where they are in the script that handles the burning oil. You also want to look for an Actor Hits Floor thing in the oil sectors, along with the Map Spots that spawn the decorative flames. Look at the script, look at the sector and thing tags, figure out how they relate.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: BookofDobson on December 29, 2014, 10:01:54 PM
I want to delete a map in GZbuilder.
One is a bad map and one is a good one. I take it to slumped and it keeps reading the bad one
help
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on December 30, 2014, 12:26:42 AM
Take a screencap of your both your SLumpEd and your map select in GZDB for me please.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on January 08, 2015, 06:36:08 PM
I try to use the new music script for my map pack but it says "Function getplayerlivesleft is used but not defined"

It is the one used in legopack-v1b

(click to show/hide)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Thunderono on January 08, 2015, 08:13:16 PM
Did you remember to include the line #include "zcommon.acs" at the top of your scripts file?  I had a similar issue a while back, and it turned out I was missing that piece.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on January 08, 2015, 08:34:17 PM
Quote from: "Thunder Electros"
Did you remember to include the line #include "zcommon.acs" at the top of your scripts file?  I had a similar issue a while back, and it turned out I was missing that piece.

Yeah, it is there
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on January 08, 2015, 09:40:35 PM
The script in LegoPack is kind of finicky, it used a modified version of Core's boss music which required a special ACS compiler to set up. Since v4b is out, try compiling using the following script instead:

Code: [Select]
str BOSSSONG = "LDMBOSS2";
str VICSONG = "LDMVIC";
int bossMusic = 0;

script 25 DEATH
{
int musiccheck = ACS_ExecuteWithResult(972);
if(bossmusic!=musiccheck)
    {
    bossmusic=musiccheck;
    if(bossmusic==1)
        {
        SetMusic(BOSSSONG);
        }
    if(bossmusic==2)
        {
        SetMusic(VICSONG);
        }
    }
}

script 26 (int who) DISCONNECT
{
Delay(1);
ACS_Execute(25, 0);
}
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on January 09, 2015, 03:06:32 AM
Quote from: "Lego"
The script in LegoPack is kind of finicky, it used a modified version of Core's boss music which required a special ACS compiler to set up. Since v4b is out, try compiling using the following script instead:

Code: [Select]
str BOSSSONG = "LDMBOSS2";
str VICSONG = "LDMVIC";
int bossMusic = 0;

script 25 DEATH
{
int musiccheck = ACS_ExecuteWithResult(972);
if(bossmusic!=musiccheck)
    {
    bossmusic=musiccheck;
    if(bossmusic==1)
        {
        SetMusic(BOSSSONG);
        }
    if(bossmusic==2)
        {
        SetMusic(VICSONG);
        }
    }
}

script 26 (int who) DISCONNECT
{
Delay(1);
ACS_Execute(25, 0);
}

The HUD keeps saying "P_startscript: unknown script 972" and it is not changing the music
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on January 09, 2015, 03:22:14 AM
Try loading with v4b since that's the version of the game we're using now. (http://cutstuff.net/forum/viewtopic.php?f=34&t=8527)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on January 09, 2015, 03:31:33 AM
Quote from: "Lego"
Try loading with v4b since that's the version of the game we're using now. (http://cutstuff.net/forum/viewtopic.php?f=34&t=8527)


That is what I did...
I used the V4b launcher to open MM8DM
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on January 09, 2015, 03:36:07 AM
You're supposed to start the game by just clicking on Start if you wanna play it with no mods whatsoever.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on January 09, 2015, 03:46:15 AM
Make sure v4b is loaded as a resource for Doom Builder and run the game from there.
Do not load v4a alongside it.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on January 09, 2015, 02:48:33 PM
Quote from: "Lego"
Make sure v4b is loaded as a resource for Doom Builder and run the game from there.
Do not load v4a alongside it.

Yup, I am doing that too.

(http://i62.tinypic.com/25jk0ow.png)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on January 09, 2015, 03:08:20 PM
Why is the pk3 loaded before the iwad?
I mean...that might not impact anything, but...

try changing the load order so that the iwad is first.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on January 09, 2015, 03:23:56 PM
Quote from: "Lego"
Why is the pk3 loaded before the iwad?
I mean...that might not impact anything, but...

try changing the load order so that the iwad is first.

No, didn't do anything
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on January 09, 2015, 03:52:35 PM
Hmm.
Paste full script code here, please.
Every single line. If you don't want to publicly, then PM me.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on January 09, 2015, 04:20:29 PM
Quote from: "Lego"
Hmm.
Paste full script code here, please.
Every single line. If you don't want to publicly, then PM me.


(click to show/hide)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on January 09, 2015, 04:33:15 PM
Couple things to note first.
1) Change "bool bossmusic" to "int bossmusic"
2) Remove "int servermax=32" and "int maxfrags"

Are you running the game through the launcher or through doom builder to test?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on January 09, 2015, 04:56:41 PM
Quote from: "Lego"
Couple things to note first.
1) Change "bool bossmusic" to "int bossmusic"
2) Remove "int servermax=32" and "int maxfrags"

Are you running the game through the launcher or through doom builder to test?

I am testing it through doom builder, but it won't change the music to the boss music when I insert it into my pk3 file and play the map via the launcher.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on January 09, 2015, 05:01:26 PM
...Hmm...you said the issue was it's not finding the script...
What's the version listed on your 8BDM launcher version?

Edit: Let me just...explain real quick what I mean.
When you open the MM8BDM launcher, it should show a version number at the top. I'm not sure which one v4b uses because I made my own launcher that allows me to just swap between pk3s without trouble, so I literally only needed the v4b pk3 to play/mod the game.
v4a's launcher version is listed as 4.00, if you have v4b, it should be a higher number than that. If it is not, then you are running the wrong version of the game and you need to update your launcher.

Alternatively, check the map list to make sure MM2DW2 is in there.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on January 09, 2015, 05:05:16 PM
MM8BDM Launcher - 4.01

I downloaded v4b from here. (http://cutstuff.net/forum/viewtopic.php?f=34&t=8527)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on January 09, 2015, 05:08:23 PM
Ah ok...hrmm...
Would it be too much to ask for you to PM me the map? I'm curious as to what's wrong now and honestly asking these questions isn't getting us anywhere.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on January 09, 2015, 05:17:32 PM
Quote from: "Lego"
Ah ok...hrmm...
Would it be too much to ask for you to PM me the map? I'm curious as to what's wrong now and honestly asking these questions isn't getting us anywhere.

It is no problem. I will send you the pk3 because the music is in a different wad in the pk3. the map I am working on is WILY 12.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on January 09, 2015, 05:56:38 PM
I load the mod you sent and the music works just fine.
Set the fraglimit to 6 to and try fragging a bot.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on January 09, 2015, 06:03:51 PM
Quote from: "Lego"
I load the mod you sent and the music works just fine.
Set the fraglimit to 6 to and try fragging a bot.

did you try it on map WILY12?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on January 09, 2015, 07:00:14 PM
Of course I tried it on WILY12. It's the map you said you were working on, if I was trying to help you resolve the issue, then I would obviously look at the map you said you were working on.

Either way, the issue isn't with the mod or the scripts, it has to be with your resource loading or something.
I don't know what to tell you bro.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: BookofDobson on January 09, 2015, 07:20:28 PM
I have a problem:

I had a ladder and past the top I have a fence on a different linedef. somehow I can "climb" the fence to the skys. Why does that happen?

and how do you make slopes?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on January 09, 2015, 08:13:23 PM
Player collision lines have a wider than you set them, but not consistently. This is an issue on the engine side, cannot be resolved, and you have to work around it.
My guess it happens because the player is colliding with the ladder's linedef and some other linedef, but it's still triggering the action.

Action 181 should be slope. Called Plain Align or something.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Atticus on February 07, 2015, 10:50:54 PM
I have a couple questions:

1. I'm trying to make trees like the ones in Napalm Man's stage. The textures for the tree are 12 pixels wide, but doombuilder can only make edges 32 pixels wide. How do I make a 12x12 sector?

2. How would I make a texture that stands up (like the top of the trees in Napalm Man's stage [or on any stage tree for that matter])?

3. How do you make a ladder?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on February 08, 2015, 12:06:43 AM
1) You can change the grid's size. The bottom right corner of the window has the map format, followed by the grid size in map pixels. Bear in mind that one map pixel is half the length of a pixel in 8BDM's texture standards, meaning that a texture that is 12 pixels long will instead be 24.
Also no texture in 8BDM is 12 pixels long...there's 16, 32, 48, and 64. Checking in the napalmman map revealed the linedef you were looking at to be 64 map pixels in length, not 12.
...Where did you get 12 from anyway?

2) That is done through middle texture of a linedef of a non-void sector. Simply set the middle texture of a linedef that has two sides to a texture and that texture should appear to be sitting on its own with transparency at the top of the room when looking at it in visual mode. You can then adjust the offsets accordingly.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Atticus on February 08, 2015, 10:58:54 PM
Thanks Lego, I was referring to the texture NAPTREE1, and in the texture menu it says it is a 12 x 454 texture. Also check my post again, I added another question in an edit.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on February 08, 2015, 11:40:36 PM
Tag a line with the action 128, Thing Thrust Z. Tag the box that says repeatable action, set the force to 15, and the leave the box that says "Add Set" as the default value. Make sure the activation is set to "player bumps" and if there is a box that says "front side only" tag that, too.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Atticus on February 08, 2015, 11:57:41 PM
How should I texture the ladder? I'm using Aquaman textures and when I set the wall to the AQULDR texture, when I test the map ingame, it just gives the void texture.

I'm still having issues with making stand up textures for the trees. I have the actual base of my tree as a 12 x 12 sector so I can apply the NAPTREE1 texture. When I try to apply the NAPTREE2 texture (the leaves of the tree), it doesn't display properly because it is 128 x 128. So I drew a 128 pixel long linedef as close as possible to the tree and then applied the leaf textures. I set the offsets on both sides to -33 so they would line up with the base. In display mode in doombuilder, this looks fine. But when I test it out, the leaves still float in midair as if I had never changed any offsets. What do I do about that (or am I going about it the whole wrong way with the linedef drawings in general)?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on February 09, 2015, 04:08:24 AM
The latter can be fixed by lower unpegging the tree/bush texture, giving it a middle texture of the correct texture on both sides, then raise/lower accordingly. Do note that sometimes you need to raise the texture higher than the intended region.

As for the former, all I can say is double check and make sure you did it right. Select a wall, apply the ladder texture over the red !, Thing Thrust Z (Force 15)/Player Bumps/Repeatable Action
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on February 23, 2015, 10:22:50 PM
I want the sky box texture to change depending on the ground's texture

(click to show/hide)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on February 23, 2015, 11:59:21 PM
Well first off, that script will delay for ten minutes before doing anything. I recommend changing that line to say Delay(10); in the mean time.
Post about the results after you've tried that.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on February 24, 2015, 12:07:26 AM
Quote from: "Lego"
Well first off, that script will delay for ten minutes before doing anything. I recommend changing that line to say Delay(10); in the mean time.
Post about the results after you've tried that.

That is the delay between night and day
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on February 24, 2015, 12:34:06 AM
That's...still ten minutes. You're seriously telling me you're waiting a full ten minutes to test this?
That's absurd.
If you want to make sure a mechanic works, you don't want long delays like that, it just wastes time.

The script you have looks fine, but that doesn't necessarily mean it does what you want because ReplaceTextures applies to all instances of the texture in the map.
Make sure you're using ReplaceTextures for the area where you want the sky to show up, remove the delay and tell me if it works.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on February 24, 2015, 01:02:04 AM
Quote from: "Lego"
That's...still ten minutes. You're seriously telling me you're waiting a full ten minutes to test this?
That's absurd.
If you want to make sure a mechanic works, you don't want long delays like that, it just wastes time.

The script you have looks fine, but that doesn't necessarily mean it does what you want because ReplaceTextures applies to all instances of the texture in the map.
Make sure you're using ReplaceTextures for the area where you want the sky to show up, remove the delay and tell me if it works.

I did try it and it only does this part of the script

Code: [Select]
if (CheckActorFloorTexture (6, "FROFLR4"));
ReplaceTextures("CRASSKY","LIGHSMOU");
ReplaceTextures("MRXSTARS","LIGHCSKY", NOT_MIDDLE);

even if the floor was LIGHGRA2, it would change the texture to LIGHSMOU. As you can see here

Code: [Select]
if(CheckActorFloorTexture (6, "LIGHGRA2"));
ReplaceTextures("CRASSKY","LIGHTMOU");
ReplaceTextures("MRXSTARS","BLIZBLU2",NOT_MIDDLE);
SetMusic("WTDW1MUS", 0);
}

I want the texture to be LIGHTMOU if the ground is LIGHGRA2
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on February 24, 2015, 01:06:33 AM
Two things.
First, make sure there is a map spot or some thing tagged with 6 in the sector you wish to check.
Second, your if statements are going to do nothing because you don't specify a block for them to follow.
Place your ReplaceTextures lines in braces, like the following:
Code: [Select]
if(CheckActorFloorTexture(6, "FROFLR4")){
ReplaceTextures("CRASSKY","LIGHSMOU");
ReplaceTextures("MRXSTARS","LIGHCSKY", NOT_MIDDLE);}

Do this for all points when you call "if."
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on February 24, 2015, 01:20:03 AM
Quote from: "Lego"
Two things.
First, make sure there is a map spot or some thing tagged with 6 in the sector you wish to check.
Second, your if statements are going to do nothing because you don't specify a block for them to follow.
Place your ReplaceTextures lines in braces, like the following:
Code: [Select]
if(CheckActorFloorTexture(6, "FROFLR4")){
ReplaceTextures("CRASSKY","LIGHSMOU");
ReplaceTextures("MRXSTARS","LIGHCSKY", NOT_MIDDLE);}

Do this for all points when you call "if."

I had a PlantManGrass prop in there

EDIT: I added the braces and it still doesn't work.

EDIT 2: So, I changed the script and I got it to work

(click to show/hide)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Zero1000 on March 14, 2015, 03:39:17 AM
Here are some questions for my map.

1: How do i make a slope?

2: How do i make elecman traps? I plan to use them for decorative purposes, but they will still cause damage. Also, they will stay there without deactivating.

3: How do i make a window?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on March 14, 2015, 04:46:24 AM
1: Linedef Action 181: Plain Align. Attach this to a linedef of the sector in the direction you want the slope to go.
2: Those are weird, but if you're just putting them in for decorative purposes, just make a linedef across where you want the elec traps to cover and set the middle texture to ELECZZ and realign it to where you want. This is akin to making fences.
If they're for decorative purposes, it's not necessary to make it deal damage.
3: Make a linedef with a middle texture as the texture you want for your window. If you're using UDMF, tag the line with wrap middle texture and block everything, under "Custom" you can set alpha to something higher than 0 and lower than 1.
If you're using Hexen format, set the line's action to 121: set line identification. Under flags, set to wrap middle texture and change the alpha to a value between 0 and 255.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on May 11, 2015, 10:06:30 PM
I am trying to make a custom obituary for a sector in my map, and I can't seem to get it to work. How do you add obituaries to a PK3?
(yes, I already know about the language lump)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on May 11, 2015, 11:59:42 PM
You don't.
There are only the special obituaries used for native damage types, as specified on the zdoom wiki page. (http://zdoom.org/wiki/Sector_SetDamage)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on May 17, 2015, 02:22:15 AM
What is "nobotfix" which is given to the Mega Man Killers during their fight?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on May 17, 2015, 04:03:49 AM
It's used to stop the script that forces bots to move.

It's...weird to explain...
Basically bots have a script that allows them to "unstick" themselves from ledges if you approach them.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on May 17, 2015, 04:15:46 AM
Quote from: "Lego"
It's used to stop the script that forces bots to move.

It's...weird to explain...
Basically bots have a script that allows them to "unstick" themselves from ledges if you approach them.

If you use the bots for the boss battle, how come they don't talk during the fight like a bot?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on May 17, 2015, 04:20:31 AM
Bots naturally don't talk during combat.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on May 17, 2015, 04:23:44 AM
Quote from: "Lego"
Bots naturally don't talk during combat.
Don't they say something from their roaming strings?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on May 17, 2015, 04:25:10 AM
Not while trying to attack.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on May 17, 2015, 04:35:53 AM
Quote from: "Lego"
Not while trying to attack.

Is there a way to prevent bots from talking? I want to do a cut scene and I don't want the bots to talk
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on May 17, 2015, 08:12:46 AM
Freeze the bot using SetPlayerProperty on a script they activate.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Insidasigma on November 10, 2015, 03:00:19 PM
How do you make ramps looking horizontally? I have tried everything and cannot I just need a quick answer Thank You.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on November 10, 2015, 03:50:49 PM
I'm not sure I understand your question.

Slopes are created by adding an action to a line def on the sector you wish to apply it to.
The action is 181, setting the action will change some of the boxes in the properties window. I encourage experimenting.

Hope this helps, unsure if the answer is correct.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on May 06, 2016, 01:24:48 AM
Wow, it has been a while since I posted something in here. So here is my problem of the day. Let's see who can figure it out first.

When I try to compile my scripts, it gives me an error

(click to show/hide)

Doom Builder is telling me it is this line
 
Code: [Select]
if(CheckActorClass(0,classes[0,2]));
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on May 06, 2016, 04:26:04 AM
A string array in that stance can only take in one value and will give you one value.
classes[0] refers to "Megaman", classes[1] refers to "Protoman", and classes[3] refers to "Bass".

As a result, classes[0, 2] doesn't really specify anything

change the following line
Code: [Select]
if(CheckActorClass(0,classes[0,2]));

to
Code: [Select]
if(CheckActorClass(0,classes[0]) || CheckActorClass(0,classes[1]) || CheckActorClass(0,classes[2]))

A more extendable version of this script can be made though:
Code: [Select]
#DEFINE MAX_CLASSES 3 // maximum number of classes that can use weapons.

str classes [MAX_CLASSES] = {
"Megaman",
"Protoman",
"Bass"
};

Script 701 (void)
{
bool canUseWeapons = false;

// This structure iterates through all of the code within it MAX_CLASSES times.
// It also keeps track of a number that can be plugged into the array safely.
// This is a loop that's functionally equivalent to
// "while i is less than max classes and a class that can use weapons has not been found, do the following"

for(int i = 0; i < MAX_CLASSES && !canUseWeapons; i++)
{
    if(CheckActorClass(0,classes[i]))
    {
        canUseWeapons = true;
    }
}

if(canUseWeapons)
{
    Print(s:"cfPlease select your weapons");
    delay(35*2);
    terminate;
}
else
{
    Print(s:"cgYou do not need these weapons!");
    DamageThing(999);
}
}

To add more classes that can use weapons, you'd simply add one to MAX_CLASSES and add their name to the list of classes.

Hope this helps, sorry for getting carried away.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on May 08, 2016, 12:54:20 AM
Quote from: "Lego"
A string array in that stance can only take in one value and will give you one value.
classes[0] refers to "Megaman", classes[1] refers to "Protoman", and classes[3] refers to "Bass".

As a result, classes[0, 2] doesn't really specify anything

change the following line
Code: [Select]
if(CheckActorClass(0,classes[0,2]));

to
Code: [Select]
if(CheckActorClass(0,classes[0]) || CheckActorClass(0,classes[1]) || CheckActorClass(0,classes[2]))

A more extendable version of this script can be made though:
Code: [Select]
#DEFINE MAX_CLASSES 3 // maximum number of classes that can use weapons.

str classes [MAX_CLASSES] = {
"Megaman",
"Protoman",
"Bass"
};

Script 701 (void)
{
bool canUseWeapons = false;

// This structure iterates through all of the code within it MAX_CLASSES times.
// It also keeps track of a number that can be plugged into the array safely.
// This is a loop that's functionally equivalent to
// "while i is less than max classes and a class that can use weapons has not been found, do the following"

for(int i = 0; i < MAX_CLASSES && !canUseWeapons; i++)
{
    if(CheckActorClass(0,classes[i]))
    {
        canUseWeapons = true;
    }
}

if(canUseWeapons)
{
    Print(s:"cfPlease select your weapons");
    delay(35*2);
    terminate;
}
else
{
    Print(s:"cgYou do not need these weapons!");
    DamageThing(999);
}
}

To add more classes that can use weapons, you'd simply add one to MAX_CLASSES and add their name to the list of classes.

Hope this helps, sorry for getting carried away.

Lego, Did I ever told you how awesome you are? :D
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on May 08, 2016, 02:03:24 AM
I don't believe so, but I'm glad I could help!
Title: Re: How do "I" do THAT in Doom Builder?
Post by: DarkAura on May 23, 2016, 01:17:02 PM
I'm trying to make a map that utilizes 3D floors that can fade away and reveal new textures behind them, like a 3D floor representing a pile of leaves fading away to reveal a snow texture beneath it.

Is it possible to change the "Alpha" arguement of a 3D Floor LineDef with the use of a script?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Knux on May 23, 2016, 05:13:23 PM
160:Sector_Set3dFloor (tag, type, flags, alpha, hi-tag/line ID)

The fact that this line exists tells me that there might just be a way. Heck, here's the link to where I found it.

http://zdoom.org/wiki/Sector_Set3dFloor (http://zdoom.org/wiki/Sector_Set3dFloor)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on May 24, 2016, 01:12:39 AM
It actually is not possible. I have tried.
3D floors are created upon map parsing, which is done while the map itself is loading and no other time.
The closest thing you're going to get is having a number of 3D floors with different transparencies or to change the textures of a single 3D floor... or both, and using a script with some kind of floor/ceiling raise function like Floor_RaiseInstant (http://zdoom.org/wiki/Floor_RaiseInstant) or Ceiling_RaiseInstant (http://zdoom.org/wiki/Ceiling_RaiseInstant). But this method is known to have a number of flaws and I don't recommend using it if the 3D floors beneath this segment are playable space.

If 3D floors could be made to fully appear or disappear, I'm sure such a feature would have been used extensively within the past few years. As far as I'm aware, such a feature does not exist and the closest thing we can get is making use of bridge actors or floor and ceiling modifiers.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: cybersavior on May 28, 2016, 05:30:11 PM
Quote from: "DarkAura"
I'm trying to make a map that utilizes 3D floors that can fade away and reveal new textures behind them, like a 3D floor representing a pile of leaves fading away to reveal a snow texture beneath it.

Is it possible to change the "Alpha" arguement of a 3D Floor LineDef with the use of a script?


Until you can get it to work the way you want, think outside the box (here is a placeholder)
 

1. Make the sector itself your pile of leaves, raise it up above the surrounding sectors a little higher as you see fit.

2. Make a 3d floor in that sector for the base floor itself, set it to line up with your surrounding sectors so it lines up nicely, and apply the texture you want.

3. Make something trigger your sector floor (the raised sector, not the 3d floor) to lower to just below your 3d floor.
(Make it fall really fast btw, it needs to happen instantly to look like it's vanishing, play with the values in the fields until you get what you want.)



Finito
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Yoshiatom on May 29, 2016, 08:14:27 PM
Whenever I try to compile scripts, I get this great big error:

Code: [Select]
***********SYSTEM INFO***********
OS: Microsoft Windows 8.1
GPU: AMD Radeon(TM) R2 Graphics
GZDB: R2638

********EXCEPTION DETAILS********
The path is not of a legal form.
   at System.IO.Path.NormalizePathFast(String path, Boolean fullCheck)
   at System.IO.Path.NormalizePath(String path, Boolean fullCheck)
   at System.IO.Path.GetDirectoryName(String path)
   at CodeImp.DoomBuilder.Compilers.AccCompiler.Run() in x:SourceCoreCompilersAccCompiler.cs:line 109
   at CodeImp.DoomBuilder.Data.WADReader.CompileLump(String lumpname, Int32 lumpindex, ScriptConfiguration scriptconfig, List`1 errors) in x:SourceCoreDataWADReader.cs:line 1282
   at CodeImp.DoomBuilder.Data.WADReader.CompileLump(String lumpname, ScriptConfiguration scriptconfig, List`1 errors) in x:SourceCoreDataWADReader.cs:line 1211
   at CodeImp.DoomBuilder.Controls.ScriptLumpDocumentTab.Compile() in x:SourceCoreControlsScriptLumpDocumentTab.cs:line 96
   at CodeImp.DoomBuilder.Controls.ScriptEditorPanel.buttoncompile_Click(Object sender, EventArgs e) in x:SourceCoreControlsScriptEditorPanel.cs:line 1069
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Any ideas how to fix it? (I'm using GZDoom Builder, if that has anything to do with it)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on May 29, 2016, 10:22:28 PM
I'd ask about that on the ZDoom forums, as I haven't had any issues using GZDoom Builder in the past.
Sorry about that.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Messatsu on May 30, 2016, 09:04:20 PM
I can't help but notice the X: in the error message.  Is anything running from a mapped network drive? Windows Vista onward get really weird if an application is running as an admin and tries to access a mapped driver at the user level.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on June 08, 2016, 05:15:19 AM
Alright let's see if a Mod can figure this out

For my Doom 2 map pack, I want to change the intermission screen picture. I even named it the same thing as the Doom 2 intermission screen picture (INTERPIC) so it would override the original, and it is in LMP format. However, when I test it, it is still the original Doom 2 intermission screen.

EDIT:  I figured it out. It was because my map pack was a pk3. It has to be a .wad to work.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on June 08, 2016, 06:03:14 AM
it has to be in a graphics folder for it to work in a pk3
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on June 22, 2016, 03:38:43 AM
Hey Croc (Lego), I got another problem for you to solve

I want to make a script randomly execute
for example:
a random outcome is chosen
 if it is 1 the script executes
 if it is 2 the script does not execute

EDIT: I think I found my answer... http://zdoom.org/wiki/Switch/Case (http://zdoom.org/wiki/Switch/Case)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on June 22, 2016, 05:59:07 AM
Aye, that should work fine. The script can't be named, though. It would need to use a number.
Zandronum doesn't support named scripts yet.

I'd format it like this, though:
Code: [Select]
#include "zcommon.acs"

script X OPEN
{
    int chance = random(0, 1);
   
    if(chance > 0)
    {
        // Do things
    }
}

You don't have to format it like this, but it only requires one script instead of the wiki's example, which makes use of two and uses a switch statement when it isn't exactly necessary in your case.

Switch statements are generally easier for large structures with a large number of possible outcomes. In smaller instances, if/else works just as well. It's ultimately up to you which way you plan on going about it, though. Everyone's style is different in some way.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: UltimateChimichanga on August 31, 2016, 09:16:56 PM
How do I make it so that a wall will be invisible to show the skybox, like what F_SKY1 does on a ceiling?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: LlamaHombre on August 31, 2016, 09:38:39 PM
Set the Linedef Action to 9. What's on the linedef won't matter.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: LemonPig on September 13, 2016, 07:14:16 PM
How do i make a prop say something when near?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on September 14, 2016, 01:02:18 AM
There are a few components to that action which I will mention.

First off, you need the prop. This prop can be any actor you want. You can make custom ones too.
If you wish for this prop to have talking frames, make sure to create them in a state called "talking" to make them easier to implement later.
Or, if you just want to use a core prop, you can do that too.
If you want your prop to use talking frames, give it a tag of 15 under action. This number can be changed in the script.

Add the following code to your script file:
Code: [Select]
#include "zcommon.acs"

script 15 (void)
{
    Log(s:"Here's where you'd wanna say something."); // feel free to change the text, it abides by \c color changes.
    AmbientSound("misc/chat",127); // play the chat sound.

    // optional - make the actor use its talking frames.
    SetActorState(15, "Talking");
    Delay(35*2);
    SetActorState(15, "Spawn");
    // Feel free to change the script number and actor number.
}
This script can be expanded as needed. You could just use if-else statements to separate the clauses.

Draw a sector around the prop. Place an actor hits floor object within this sector. In properties, under action, set the action to Script Execute. Make the script number 15 and the map number 0.


That's it, really. Any numbers presented here can easily be changed, and the objects in question can be expanded as needed.
This isn't intended to be used verbatim, but it should help get you on the right track at the very least.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Lagman on November 15, 2016, 12:43:42 AM
How do I make it snow using the SnowSpawner?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: CutmanMike on November 15, 2016, 06:56:56 AM
How do I make it snow using the SnowSpawner?

Just place them in the map! Make sure you raise them up from the floor in the editor (preferably near the sky). Take care in placing too many of these as it can be hard on the CPU if there's a ton of them.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hilman170499 on December 18, 2016, 05:14:06 AM
Hi there. So uh... I set up a LINEDEF that would play a sound via script, but nothing I do works.(No matter how I trigger the script, even using puke, nothing happens.) Anyone know a way to fix this?

Code: [Select]
script 11 (void)
{
LocalAmbientSound("sound/something",127);
Delay(50);
}

By the way, the sound is defined by SNDINFO. Thanks in advance.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Korby on December 18, 2016, 05:37:11 AM
Did you compile the script?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Hilman170499 on December 18, 2016, 07:01:16 AM
Actually, no. In fact, I don't think the scripts need to be compiled anyway. Made maps without hitting that compile button, yet the scripts work perfectly fine, but that aside, it's kinda besides the point.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: UltimateChimichanga on December 22, 2016, 10:13:49 AM
How do I make a static object with rotations? I don't know what the proper term for it is but im basically trying to make something like the armor statues in the shade man map
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Korby on December 23, 2016, 02:58:20 PM
Just make a thing and when you set its sprite, make sure that sprite has rotations.

So, for example, AFRO A -1 would make a statue look like Frostman, who has rotations.
Title: Re: How do "I" do THAT in Doom Builder?
Post by: UltimateChimichanga on December 24, 2016, 01:48:47 AM
Okay, but how do I make a thing? I'm not too adept with doombuilder or slade
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Duora Super Gyro on May 31, 2017, 07:15:38 PM
Okay I have a question, I recently (as in this morning) changed up my settings for doombuilder according to a post by CutmanMike for MM8BDM v5B, and now, whenever I test my maps, I'm playing doomguy, despite all the MM8BDM textures all being there and most of the hud and stuff. Problem is it's all Doom2 physics so I can't jump and stuff like I need to, and it just looks weird.

I'm using ZDoom (Doom in UDMF format) configuration and the only files i have being loaded up in the resources are the 5b resource thing Mike had and a really texture pack I made.

Anybody else experience this or know how to fix it?
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Russel on June 04, 2017, 04:33:28 AM
I meant to post in the topic about this actually.

The v5b resource pack was not built to run the game. The way I believe you're intended to test maps using the resource pack is to run the game with the wad using the launcher.
I figured out a way to set things up to handle this, however.

When loading the v5b resource pack into Doom Builder, there's a check box that says "exclude this resource from testing parameters." When this is enabled, the resource will not be loaded when the game boots:
(http://puu.sh/wahub/0f461d6a0c.png)

The other big step is to forcefully add the MM8BDM-v5b.pk3 with the command line parameters modifier under game configurations/testing:
(http://puu.sh/wahAN/3809a04603.png)

I apologize for not posting this earlier, it's bothered a couple friends of mine. I hope this helps!
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Megaman94 on July 28, 2018, 08:30:29 PM
Wow, it has been a long time since I posted in here.

You know how in survival you get lives that are displayed at the bottom left corner of the screen? I was thining about making an item that gives you your lives back, like an extra life item in the games. When I tested it however, you could exceed the max amount of lives
(click to show/hide)

So I tried messing around with scripting, but no matter what I tried, It would not work.
Code: [Select]
#include "ZCommon.acs"

int m;

Script "wilyinc_extralife" (int player)
{
m = GetCVar("sv_MaxLives");

if( GetPlayerLivesLeft(player) < m )
 {
 Delay(14);
 SetPlayerLivesLeft (player, GetPlayerLivesLeft(player) + 1);
 terminate;
 }
If (GetPlayerLivesLeft(Player) == m)
 {
 terminate;
 }
}

I am hoping that someone could help me figure this out, because this is really confusing me.  :confused:
Title: Re: How do "I" do THAT in Doom Builder?
Post by: TheCaceres on October 20, 2019, 01:21:52 PM
1.How do i remove the fog when im in Visual Mode ?
2. How do i make houses and building (that doesn't touch the entire ceilings. like. small houses.)
Title: Re: How do "I" do THAT in Doom Builder?
Post by: Rozark on October 21, 2019, 02:16:21 AM
1.How do i remove the fog when im in Visual Mode ?
2. How do i make houses and building (that doesn't touch the entire ceilings. like. small houses.)

1. Open up Doom Builder, Tools -> Preferences, you should get a screen like the one below. Adjust the view distance which will allow for less fog to be rendered while in visual mode.
(click to show/hide)

2. Those require making the ceilings of those houses into 3D floors. Please see the section on 3D floors in the following topic for how to create those.
http://cutstuff.net/forum/index.php?topic=9763.0 (http://cutstuff.net/forum/index.php?topic=9763.0)