Advanced Search

Author Topic: How do "I" do THAT in Doom Builder?  (Read 218320 times)

0 Members and 1 Guest are viewing this topic.

February 09, 2015, 04:08:24 AM
Reply #705

Offline Rozark

  • MM8BDM Extender

  • Mr. Explorer
  • *********
  • Date Registered: August 28, 2011, 04:46:04 PM

    • View Profile
    • Rozark #0873
Re: How do "I" do THAT in Doom Builder?
« Reply #705 on: February 09, 2015, 04:08:24 AM »
The latter can be fixed by lower unpegging the tree/bush texture, giving it a middle texture of the correct texture on both sides, then raise/lower accordingly. Do note that sometimes you need to raise the texture higher than the intended region.

As for the former, all I can say is double check and make sure you did it right. Select a wall, apply the ladder texture over the red !, Thing Thrust Z (Force 15)/Player Bumps/Repeatable Action

February 23, 2015, 10:22:50 PM
Reply #706

Offline Megaman94

  • Standard Member
  • Date Registered: April 08, 2013, 08:49:51 PM

    • View Profile
    • http://sonicfansunited.forumotion.com/
Re: How do "I" do THAT in Doom Builder?
« Reply #706 on: February 23, 2015, 10:22:50 PM »
I want the sky box texture to change depending on the ground's texture

(click to show/hide)

February 23, 2015, 11:59:21 PM
Reply #707

Offline Russel

  • MM8BDM Extender

  • Doc Croc
  • **********
  • Date Registered: December 17, 2010, 11:11:25 PM

    • View Profile
Re: How do "I" do THAT in Doom Builder?
« Reply #707 on: February 23, 2015, 11:59:21 PM »
Well first off, that script will delay for ten minutes before doing anything. I recommend changing that line to say Delay(10); in the mean time.
Post about the results after you've tried that.

February 24, 2015, 12:07:26 AM
Reply #708

Offline Megaman94

  • Standard Member
  • Date Registered: April 08, 2013, 08:49:51 PM

    • View Profile
    • http://sonicfansunited.forumotion.com/
Re: How do "I" do THAT in Doom Builder?
« Reply #708 on: February 24, 2015, 12:07:26 AM »
Quote from: "Lego"
Well first off, that script will delay for ten minutes before doing anything. I recommend changing that line to say Delay(10); in the mean time.
Post about the results after you've tried that.

That is the delay between night and day

February 24, 2015, 12:34:06 AM
Reply #709

Offline Russel

  • MM8BDM Extender

  • Doc Croc
  • **********
  • Date Registered: December 17, 2010, 11:11:25 PM

    • View Profile
Re: How do "I" do THAT in Doom Builder?
« Reply #709 on: February 24, 2015, 12:34:06 AM »
That's...still ten minutes. You're seriously telling me you're waiting a full ten minutes to test this?
That's absurd.
If you want to make sure a mechanic works, you don't want long delays like that, it just wastes time.

The script you have looks fine, but that doesn't necessarily mean it does what you want because ReplaceTextures applies to all instances of the texture in the map.
Make sure you're using ReplaceTextures for the area where you want the sky to show up, remove the delay and tell me if it works.

February 24, 2015, 01:02:04 AM
Reply #710

Offline Megaman94

  • Standard Member
  • Date Registered: April 08, 2013, 08:49:51 PM

    • View Profile
    • http://sonicfansunited.forumotion.com/
Re: How do "I" do THAT in Doom Builder?
« Reply #710 on: February 24, 2015, 01:02:04 AM »
Quote from: "Lego"
That's...still ten minutes. You're seriously telling me you're waiting a full ten minutes to test this?
That's absurd.
If you want to make sure a mechanic works, you don't want long delays like that, it just wastes time.

The script you have looks fine, but that doesn't necessarily mean it does what you want because ReplaceTextures applies to all instances of the texture in the map.
Make sure you're using ReplaceTextures for the area where you want the sky to show up, remove the delay and tell me if it works.

I did try it and it only does this part of the script

Code: [Select]
if (CheckActorFloorTexture (6, "FROFLR4"));
ReplaceTextures("CRASSKY","LIGHSMOU");
ReplaceTextures("MRXSTARS","LIGHCSKY", NOT_MIDDLE);

even if the floor was LIGHGRA2, it would change the texture to LIGHSMOU. As you can see here

Code: [Select]
if(CheckActorFloorTexture (6, "LIGHGRA2"));
ReplaceTextures("CRASSKY","LIGHTMOU");
ReplaceTextures("MRXSTARS","BLIZBLU2",NOT_MIDDLE);
SetMusic("WTDW1MUS", 0);
}

I want the texture to be LIGHTMOU if the ground is LIGHGRA2

February 24, 2015, 01:06:33 AM
Reply #711

Offline Russel

  • MM8BDM Extender

  • Doc Croc
  • **********
  • Date Registered: December 17, 2010, 11:11:25 PM

    • View Profile
Re: How do "I" do THAT in Doom Builder?
« Reply #711 on: February 24, 2015, 01:06:33 AM »
Two things.
First, make sure there is a map spot or some thing tagged with 6 in the sector you wish to check.
Second, your if statements are going to do nothing because you don't specify a block for them to follow.
Place your ReplaceTextures lines in braces, like the following:
Code: [Select]
if(CheckActorFloorTexture(6, "FROFLR4")){
ReplaceTextures("CRASSKY","LIGHSMOU");
ReplaceTextures("MRXSTARS","LIGHCSKY", NOT_MIDDLE);}

Do this for all points when you call "if."

February 24, 2015, 01:20:03 AM
Reply #712

Offline Megaman94

  • Standard Member
  • Date Registered: April 08, 2013, 08:49:51 PM

    • View Profile
    • http://sonicfansunited.forumotion.com/
Re: How do "I" do THAT in Doom Builder?
« Reply #712 on: February 24, 2015, 01:20:03 AM »
Quote from: "Lego"
Two things.
First, make sure there is a map spot or some thing tagged with 6 in the sector you wish to check.
Second, your if statements are going to do nothing because you don't specify a block for them to follow.
Place your ReplaceTextures lines in braces, like the following:
Code: [Select]
if(CheckActorFloorTexture(6, "FROFLR4")){
ReplaceTextures("CRASSKY","LIGHSMOU");
ReplaceTextures("MRXSTARS","LIGHCSKY", NOT_MIDDLE);}

Do this for all points when you call "if."

I had a PlantManGrass prop in there

EDIT: I added the braces and it still doesn't work.

EDIT 2: So, I changed the script and I got it to work

(click to show/hide)

March 14, 2015, 03:39:17 AM
Reply #713

Offline Zero1000

  • Standard Member

  • How did I do this?
  • Date Registered: October 08, 2014, 03:08:19 AM

    • View Profile
Re: How do "I" do THAT in Doom Builder?
« Reply #713 on: March 14, 2015, 03:39:17 AM »
Here are some questions for my map.

1: How do i make a slope?

2: How do i make elecman traps? I plan to use them for decorative purposes, but they will still cause damage. Also, they will stay there without deactivating.

3: How do i make a window?

March 14, 2015, 04:46:24 AM
Reply #714

Offline Russel

  • MM8BDM Extender

  • Doc Croc
  • **********
  • Date Registered: December 17, 2010, 11:11:25 PM

    • View Profile
Re: How do "I" do THAT in Doom Builder?
« Reply #714 on: March 14, 2015, 04:46:24 AM »
1: Linedef Action 181: Plain Align. Attach this to a linedef of the sector in the direction you want the slope to go.
2: Those are weird, but if you're just putting them in for decorative purposes, just make a linedef across where you want the elec traps to cover and set the middle texture to ELECZZ and realign it to where you want. This is akin to making fences.
If they're for decorative purposes, it's not necessary to make it deal damage.
3: Make a linedef with a middle texture as the texture you want for your window. If you're using UDMF, tag the line with wrap middle texture and block everything, under "Custom" you can set alpha to something higher than 0 and lower than 1.
If you're using Hexen format, set the line's action to 121: set line identification. Under flags, set to wrap middle texture and change the alpha to a value between 0 and 255.

May 11, 2015, 10:06:30 PM
Reply #715

Offline Megaman94

  • Standard Member
  • Date Registered: April 08, 2013, 08:49:51 PM

    • View Profile
    • http://sonicfansunited.forumotion.com/
Re: How do "I" do THAT in Doom Builder?
« Reply #715 on: May 11, 2015, 10:06:30 PM »
I am trying to make a custom obituary for a sector in my map, and I can't seem to get it to work. How do you add obituaries to a PK3?
(yes, I already know about the language lump)

May 11, 2015, 11:59:42 PM
Reply #716

Offline Russel

  • MM8BDM Extender

  • Doc Croc
  • **********
  • Date Registered: December 17, 2010, 11:11:25 PM

    • View Profile
Re: How do "I" do THAT in Doom Builder?
« Reply #716 on: May 11, 2015, 11:59:42 PM »
You don't.
There are only the special obituaries used for native damage types, as specified on the zdoom wiki page.

May 17, 2015, 02:22:15 AM
Reply #717

Offline Megaman94

  • Standard Member
  • Date Registered: April 08, 2013, 08:49:51 PM

    • View Profile
    • http://sonicfansunited.forumotion.com/
Re: How do "I" do THAT in Doom Builder?
« Reply #717 on: May 17, 2015, 02:22:15 AM »
What is "nobotfix" which is given to the Mega Man Killers during their fight?

May 17, 2015, 04:03:49 AM
Reply #718

Offline Russel

  • MM8BDM Extender

  • Doc Croc
  • **********
  • Date Registered: December 17, 2010, 11:11:25 PM

    • View Profile
Re: How do "I" do THAT in Doom Builder?
« Reply #718 on: May 17, 2015, 04:03:49 AM »
It's used to stop the script that forces bots to move.

It's...weird to explain...
Basically bots have a script that allows them to "unstick" themselves from ledges if you approach them.

May 17, 2015, 04:15:46 AM
Reply #719

Offline Megaman94

  • Standard Member
  • Date Registered: April 08, 2013, 08:49:51 PM

    • View Profile
    • http://sonicfansunited.forumotion.com/
Re: How do "I" do THAT in Doom Builder?
« Reply #719 on: May 17, 2015, 04:15:46 AM »
Quote from: "Lego"
It's used to stop the script that forces bots to move.

It's...weird to explain...
Basically bots have a script that allows them to "unstick" themselves from ledges if you approach them.

If you use the bots for the boss battle, how come they don't talk during the fight like a bot?