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Author Topic: How do "I" do THAT in Doom Builder?  (Read 218343 times)

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November 20, 2011, 03:44:31 PM
Reply #135

Offline Duora Super Gyro

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Re: How do "I" do THAT in Doom Builder?
« Reply #135 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

November 20, 2011, 03:59:26 PM
Reply #136

Offline BiscuitSlash

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Re: How do "I" do THAT in Doom Builder?
« Reply #136 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.

November 21, 2011, 04:16:16 PM
Reply #137

Offline ficarra1002

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Re: How do "I" do THAT in Doom Builder?
« Reply #137 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.

November 30, 2011, 10:42:31 PM
Reply #138

Offline Fyone

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Re: How do "I" do THAT in Doom Builder?
« Reply #138 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.

November 30, 2011, 10:46:58 PM
Reply #139

Offline Gummywormz

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Re: How do "I" do THAT in Doom Builder?
« Reply #139 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.

November 30, 2011, 11:09:49 PM
Reply #140

Offline Fyone

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Re: How do "I" do THAT in Doom Builder?
« Reply #140 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?

December 01, 2011, 04:26:37 AM
Reply #141

Offline Shade Guy

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Re: How do "I" do THAT in Doom Builder?
« Reply #141 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.

December 01, 2011, 12:29:36 PM
Reply #142

Offline Fyone

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Re: How do "I" do THAT in Doom Builder?
« Reply #142 on: December 01, 2011, 12:29:36 PM »
Thanks, BTW how do you make fences?

December 01, 2011, 11:39:42 PM
Reply #143

Offline Fyone

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Re: How do "I" do THAT in Doom Builder?
« Reply #143 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.

December 03, 2011, 02:15:52 AM
Reply #144

Offline Knux

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Re: How do "I" do THAT in Doom Builder?
« Reply #144 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. >_>

December 03, 2011, 06:19:10 AM
Reply #145

Offline Joseph Collins

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Re: How do "I" do THAT in Doom Builder?
« Reply #145 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:
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.

December 03, 2011, 12:24:47 PM
Reply #146

Offline Fyone

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Re: How do "I" do THAT in Doom Builder?
« Reply #146 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 (!).

December 03, 2011, 06:06:41 PM
Reply #147

Offline Joseph Collins

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Re: How do "I" do THAT in Doom Builder?
« Reply #147 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

December 04, 2011, 05:12:12 AM
Reply #148

Offline Knux

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Re: How do "I" do THAT in Doom Builder?
« Reply #148 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

December 04, 2011, 01:37:12 PM
Reply #149

Offline Fyone

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Re: How do "I" do THAT in Doom Builder?
« Reply #149 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' (!).