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Author Topic: How do "I" do THAT in Doom Builder?  (Read 218345 times)

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May 27, 2014, 02:36:34 AM
Reply #615

Offline Knux

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Re: How do "I" do THAT in Doom Builder?
« Reply #615 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...

May 27, 2014, 03:15:38 AM
Reply #616

Offline Jakeinator

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Re: How do "I" do THAT in Doom Builder?
« Reply #616 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!

May 27, 2014, 03:17:03 AM
Reply #617

Offline Knux

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Re: How do "I" do THAT in Doom Builder?
« Reply #617 on: May 27, 2014, 03:17:03 AM »
Oh great, that's good. D:

May 27, 2014, 05:07:04 AM
Reply #618

Offline Russel

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Re: How do "I" do THAT in Doom Builder?
« Reply #618 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.

May 28, 2014, 05:24:14 PM
Reply #619

Offline Megaman94

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Re: How do "I" do THAT in Doom Builder?
« Reply #619 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?

May 30, 2014, 02:53:19 AM
Reply #620

Offline Jakeinator

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Re: How do "I" do THAT in Doom Builder?
« Reply #620 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?

May 30, 2014, 03:07:27 AM
Reply #621

Offline Knux

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Re: How do "I" do THAT in Doom Builder?
« Reply #621 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.

May 30, 2014, 03:29:30 AM
Reply #622

Offline Russel

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Re: How do "I" do THAT in Doom Builder?
« Reply #622 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.

June 24, 2014, 02:49:01 PM
Reply #623

Offline Hilman170499

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Back to asking...
« Reply #623 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.

June 25, 2014, 02:09:31 AM
Reply #624

Offline Megaman94

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Re: Back to asking...
« Reply #624 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

July 04, 2014, 02:05:40 AM
Reply #625

Offline Knux

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Re: How do "I" do THAT in Doom Builder?
« Reply #625 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.

August 04, 2014, 05:54:59 PM
Reply #626

Offline Megaman94

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Re: How do "I" do THAT in Doom Builder?
« Reply #626 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);}
}

August 04, 2014, 06:07:40 PM
Reply #627

Offline Knux

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Re: How do "I" do THAT in Doom Builder?
« Reply #627 on: August 04, 2014, 06:07:40 PM »
http://zdoom.org/wiki/Actor_properties#Activation

Perhaps this can help you out. Otherwise, just use the search engine in that site for now.

August 04, 2014, 06:42:54 PM
Reply #628

Offline Megaman94

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Re: How do "I" do THAT in Doom Builder?
« Reply #628 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);}
}

August 09, 2014, 03:37:38 AM
Reply #629

Offline marioluigi001

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Re: How do "I" do THAT in Doom Builder?
« Reply #629 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?