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Author Topic: How do "I" do THAT in Doom Builder?  (Read 248505 times)

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December 03, 2013, 07:21:42 AM
Reply #540

Offline Russel

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Re: How do "I" do THAT in Doom Builder?
« Reply #540 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.

December 03, 2013, 07:27:15 AM
Reply #541

Offline Megaman94

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Re: How do "I" do THAT in Doom Builder?
« Reply #541 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

December 03, 2013, 03:43:21 PM
Reply #542

Offline fortegigasgospel

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Re: How do "I" do THAT in Doom Builder?
« Reply #542 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.

December 03, 2013, 10:30:46 PM
Reply #543

Offline Megaman94

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Re: How do "I" do THAT in Doom Builder?
« Reply #543 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...

December 04, 2013, 01:00:42 AM
Reply #544

Offline fortegigasgospel

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Re: How do "I" do THAT in Doom Builder?
« Reply #544 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.

December 04, 2013, 02:02:41 AM
Reply #545

Offline Megaman94

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Re: How do "I" do THAT in Doom Builder?
« Reply #545 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

December 04, 2013, 02:18:28 AM
Reply #546

Offline Gummywormz

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Re: How do "I" do THAT in Doom Builder?
« Reply #546 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

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.

December 04, 2013, 02:27:40 AM
Reply #547

Offline Megaman94

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Re: How do "I" do THAT in Doom Builder?
« Reply #547 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?

December 04, 2013, 06:05:05 PM
Reply #548

Offline fortegigasgospel

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Re: How do "I" do THAT in Doom Builder?
« Reply #548 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.

December 04, 2013, 10:31:50 PM
Reply #549

Offline Megaman94

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Re: How do "I" do THAT in Doom Builder?
« Reply #549 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!!");
    }

December 17, 2013, 09:32:28 PM
Reply #550

Offline Linnie

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Re: How do "I" do THAT in Doom Builder?
« Reply #550 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?

December 19, 2013, 11:55:54 PM
Reply #551

Offline Messatsu

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Re: How do "I" do THAT in Doom Builder?
« Reply #551 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?

December 22, 2013, 01:02:37 AM
Reply #552

Offline Linnie

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Re: How do "I" do THAT in Doom Builder?
« Reply #552 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?

December 22, 2013, 04:03:54 PM
Reply #553

Offline Messatsu

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Re: How do "I" do THAT in Doom Builder?
« Reply #553 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.

December 23, 2013, 07:29:16 PM
Reply #554

Offline Megaman94

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Re: How do "I" do THAT in Doom Builder?
« Reply #554 on: December 23, 2013, 07:29:16 PM »
When the frag score hits 7 I want a message to be shown.