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

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August 09, 2014, 11:55:32 PM
Reply #630

Offline Megaman94

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Re: How do "I" do THAT in Doom Builder?
« Reply #630 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"

August 17, 2014, 08:37:47 PM
Reply #631

Offline Knux

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Re: How do "I" do THAT in Doom Builder?
« Reply #631 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.

August 17, 2014, 09:20:36 PM
Reply #632

Offline Russel

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Re: How do "I" do THAT in Doom Builder?
« Reply #632 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.

August 17, 2014, 11:34:25 PM
Reply #633

Offline Knux

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Re: How do "I" do THAT in Doom Builder?
« Reply #633 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.

August 18, 2014, 12:38:37 AM
Reply #634

Offline Russel

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Re: How do "I" do THAT in Doom Builder?
« Reply #634 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.

August 18, 2014, 01:13:45 AM
Reply #635

Offline Knux

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Re: How do "I" do THAT in Doom Builder?
« Reply #635 on: August 18, 2014, 01:13:45 AM »
That you did! Thank you very much, Lego.

September 02, 2014, 06:40:47 AM
Reply #636

Offline skully

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Re: How do "I" do THAT in Doom Builder?
« Reply #636 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"

September 03, 2014, 02:27:47 AM
Reply #637

Offline Russel

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Re: How do "I" do THAT in Doom Builder?
« Reply #637 on: September 03, 2014, 02:27:47 AM »
set the following as the first line in the script:
Code: [Select]
#include "zcommon.acs"

October 08, 2014, 08:20:05 PM
Reply #638

Offline BookofDobson

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Re: How do "I" do THAT in Doom Builder?
« Reply #638 on: October 08, 2014, 08:20:05 PM »
How do I make a skybox?
And correct the lighting

October 08, 2014, 08:28:23 PM
Reply #639

Offline Knux

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Re: How do "I" do THAT in Doom Builder?
« Reply #639 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.

October 08, 2014, 08:41:35 PM
Reply #640

Offline BookofDobson

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Re: How do "I" do THAT in Doom Builder?
« Reply #640 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)

October 08, 2014, 09:04:08 PM
Reply #641

Offline Knux

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Re: How do "I" do THAT in Doom Builder?
« Reply #641 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.

October 09, 2014, 11:56:42 PM
Reply #642

Offline supershadow64ds

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Re: How do "I" do THAT in Doom Builder?
« Reply #642 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?

October 10, 2014, 08:19:52 PM
Reply #643

Offline Knux

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Re: How do "I" do THAT in Doom Builder?
« Reply #643 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.

October 10, 2014, 08:35:28 PM
Reply #644

Offline supershadow64ds

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Re: How do "I" do THAT in Doom Builder?
« Reply #644 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.