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Author Topic: How do "I" do THAT in Doom Builder?  (Read 248504 times)

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February 19, 2012, 06:58:46 PM
Reply #225

Offline BiscuitSlash

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Re: How do "I" do THAT in Doom Builder?
« Reply #225 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;
}

February 26, 2012, 05:47:31 PM
Reply #226

Offline Rozark

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Re: How do "I" do THAT in Doom Builder?
« Reply #226 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 <_>

May 04, 2012, 11:30:52 PM
Reply #227

Offline HD_

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Re: How do "I" do THAT in Doom Builder?
« Reply #227 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?

May 04, 2012, 11:56:01 PM
Reply #228

Offline fortegigasgospel

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Re: How do "I" do THAT in Doom Builder?
« Reply #228 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.

May 28, 2012, 08:18:41 PM
Reply #229

Offline Super Bondman 64

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Re: How do "I" do THAT in Doom Builder?
« Reply #229 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?

May 28, 2012, 08:37:40 PM
Reply #230

Offline Myroc

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Re: How do "I" do THAT in Doom Builder?
« Reply #230 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).

May 29, 2012, 07:04:13 AM
Reply #231

Knux

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Re: How do "I" do THAT in Doom Builder?
« Reply #231 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

May 29, 2012, 03:33:40 PM
Reply #232

Offline Super Bondman 64

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Re: How do "I" do THAT in Doom Builder?
« Reply #232 on: May 29, 2012, 03:33:40 PM »
Thanks, Myroc!  That's a big help.  :cool:

Also, nice work, Knux!

May 31, 2012, 05:55:42 AM
Reply #233

Knux

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Re: How do "I" do THAT in Doom Builder?
« Reply #233 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.

June 07, 2012, 11:01:18 PM
Reply #234

Offline Super Bondman 64

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Re: How do "I" do THAT in Doom Builder?
« Reply #234 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

June 13, 2012, 09:56:04 PM
Reply #235

Offline Jakeinator

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Re: How do "I" do THAT in Doom Builder?
« Reply #235 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.

June 15, 2012, 08:00:29 PM
Reply #236

Offline Hallan Parva

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Re: How do "I" do THAT in Doom Builder?
« Reply #236 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)?

June 16, 2012, 12:07:01 AM
Reply #237

Offline Russel

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Re: How do "I" do THAT in Doom Builder?
« Reply #237 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

June 17, 2012, 03:08:46 AM
Reply #238

Offline Jakeinator

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Re: How do "I" do THAT in Doom Builder?
« Reply #238 on: June 17, 2012, 03:08:46 AM »
quick question, how do you add transparency to a line texture?

June 17, 2012, 04:31:13 AM
Reply #239

Offline Korby

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Re: How do "I" do THAT in Doom Builder?
« Reply #239 on: June 17, 2012, 04:31:13 AM »
Do you mean like a window?
Try whichever CTF Map is Underwater Base.