Problem With Character's Projectile Attack

4 years 7 months ago #1 by cmw1986
I seem to be having a problem with a character in my project. What I want him to do is summon the same blue 'powerup rings' like the ones
from the Powerup Ring Spawners wad in the Particle Spawners subcatergory of the SFX Shop in the Repository.

OK anyways, this is what currently happens: In the game my character is able to spawn the rings on its current target (he replaces the Archviles),
but however, the rings do not appear the same as the blue powerup rings shown within the Powerup Ring Spawners demo map.
So what I want is for the character's ring projectile to look exactly like them when I play the game. What I think needs to be fixed
might probably have to be both the 'KingRing' and 'RingSummon' actors listed below.

What I have enclosed is both the DECORATE codes of my character and the PRS wad from the Repository (just in case).
Any help will be greatly appreciated and hopefully someone understands me about what I want for my mod.

Also, my PRS sprite is perfectly fine. It's just its codes that need changing (just so you know). :)


DECORATE codes of character:
ACTOR King
{
	Health 700
	Radius 20
	Height 56
	Mass 500
	Speed 15
	MaxTargetRange 896
	PainChance 10
	PainChance "Disintegrate", 10
	Obituary "?"
	Monster
	+FLOORCLIP
	+NOTARGET
	+QUICKTORETALIATE
	SeeSound "king/sight"
	ActiveSound "king/active"
	MeleeSound "king/stop"
	PainSound "king/pain"
	DeathSound "king/death"
	States
	{
	Spawn:
		KING AB 10 A_Look
		Loop
	See:
		KING AABBCCDDEEFF 2 A_Chase (0, "Missile", CHF_RESURRECT)
		Loop
	Missile:
		KING G 0 BRIGHT A_PlaySound ("king/start", CHAN_VOICE, 1.0)
		KING G 10 BRIGHT A_FaceTarget
		KING H 8 BRIGHT A_VileTarget ("KingRing")
		KING IJKLMN 8 BRIGHT A_FaceTarget
		KING O 8 BRIGHT A_VileAttack ("king/stop", 20, 70, 70, 1.0, "Fire")
		KING P 20 BRIGHT
		GoTo See
	Heal:
		KING "[\]" 10 BRIGHT
		GoTo See
	Pain:
		KING Q 5
		KING Q 5 A_Pain
		GoTo See
	Death:
		KING Q 7 A_GiveToTarget ("Points", 1000)
		KING R 7 A_Scream
		KING S 7 A_NoBlocking
		KING TUVWXY 7
		KING Z -1
		Stop
	Death.Disintegrate:
		ASHB A 5
		ASHB B 5 A_Scream
		ASHB C 5 A_NoBlocking
		ASHB D 5
		ASHB E 5
		ASHB F 5
		ASHB G 5
		ASHB H 5
		ASHB I -1
		Stop
	}
}
ACTOR KingRing
{
	+CLIENTSIDEONLY
	+NOBLOCKMAP
	+NOCLIP
	+NOGRAVITY
	+NOINTERACTION
	+NOSECTOR
	-SOLID
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound ("king/ringsmmn", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 0, 129, 0)
		TNT1 A 2 BRIGHT A_StartFire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 10, 129, 0)
		TNT1 A 2 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 20, 129, 0)
		TNT1 A 2 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 30, 129, 0)
		TNT1 A 2 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 40, 129, 0)
		TNT1 A 2 BRIGHT A_FireCrackle
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 50, 129, 0)
		TNT1 A 2 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 60, 129, 0)
		TNT1 A 2 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 70, 129, 0)
		TNT1 A 2 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 80, 129, 0)
		TNT1 A 2 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 90, 129, 0)
		TNT1 A 2 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 100, 129, 0)
		TNT1 A 2 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 110, 129, 0)
		TNT1 A 2 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 120, 129, 0)
		TNT1 A 2 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 130, 129, 0)
		TNT1 A 2 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 140, 129, 0)
		TNT1 A 2 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 150, 129, 0)
		TNT1 A 2 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 160, 129, 0)
		TNT1 A 2 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 170, 129, 0)
		TNT1 A 2 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 180, 129, 0)
		TNT1 A 2 BRIGHT A_FireCrackle
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 190, 129, 0)
		TNT1 A 2 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 200, 129, 0)
		TNT1 A 2 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 210, 129, 0)
		TNT1 A 2 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 220, 129, 0)
		TNT1 A 2 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 230, 129, 0)
		TNT1 A 2 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 240, 129, 0)
		TNT1 A 2 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 250, 129, 0)
		TNT1 A 2 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 260, 129, 0)
		TNT1 A 2 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 270, 129, 0)
		TNT1 A 2 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 280, 129, 0)
		TNT1 A 2 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 290, 129, 0)
		TNT1 A 2 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 0, 0, 0, 0.01 *random(0, 25), 0.01 *random(0, 25), 0.01 *random(300, 600), 300, 129, 0)
		Stop
	}
}
ACTOR RingSummon
{
	Radius 0
	Height 0
	Alpha 0.01
	XScale 0.4
	YScale 0.1
	RenderStyle Add
	+MISSILE
	+NOBLOCKMAP
	+NOGRAVITY
	+NOINTERACTION
	-SOLID
	States
	{
	Spawn:
		RING AAAAA 1 BRIGHT A_FadeIn (0.2)
		RING AAAAAAAAAAAAAAAA 1 BRIGHT A_FadeOut (0.07)
		Stop
	Death:
		TNT1 A 1
		Stop
	}
}

File Attachment:

File Name: PowerRingPads.zip
File Size:18 KB
Attachments:

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4 years 7 months ago - 4 years 7 months ago #2 by MagicWazard
Replied by MagicWazard on topic Problem With Character's Projectile Attack
Moving this to "The Workshop". "Let Us Know" us intended more for reporting problems with the website or Repo entries. "The Workshop" is intended more for general Q&A and works-in-progress.

EDIT: Any chance you could include an actual complete WAD to test with, as well as a more detailed description of what the attack isn't doing correctly? You say the rings "do not appear the same as the blue powerup rings shown within the Powerup Ring Spawners demo map", but you don't say exactly what you ARE seeing and how it deviates from what you expect, so it's a little hard to provide an answer. All I can tell from the DECORATE code is that you modifed the SpawnItemEx function parameters a little bit from the PRS versions', but I assume you did that on purpose, and of course changing the parameters will change the appearance of the ring. (Also, don't forget that the PRS rings have some appearance behavior controlled through args, and args are set in a map editor; therefore, the appearance can vary from map-to-map.)

Warning: Spoiler!

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3 years 11 months ago - 3 years 11 months ago #3 by cmw1986
Replied by cmw1986 on topic Problem With Character's Projectile Attack
Okay then MagicWazard, I'll try my best to explain what is going on so far...

Here is what happens in the game:

Instead of this...



...I'm seeing this



Isn't the ring in the top picture just a bunch of little rings circled around a 64x64 sector?. So how do I do that with my character's projectile attack?. I know for sure my KingRing codes definitely need to be changed. What do I need to do?. :(

(Btw, forgive me for the late reply! :))
Attachments:

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3 years 11 months ago #4 by MagicWazard
Replied by MagicWazard on topic Problem With Character's Projectile Attack
I just noticed that your SpawnItemEx functions (where the ring particles are produced) don't have any value for the X offset (the second parameter, right after the actor name). This basically means the actors are getting spawned right at the middle of the spawner, more or less right on top of one another. Since the X and Y velocities are negligible, they don't really spread out from there.

Also, it looks like you have the value "129" in the "flags" parameter. Using numbers as flag values is not a good idea, as it's very difficult to tell what flag(s) are supposed to be in effect. If there's supposed to be a value there, you should use the constant names instead (e.g. "SXF_TRANSFERTRANSLATION").

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3 years 11 months ago - 3 years 11 months ago #5 by cmw1986
Replied by cmw1986 on topic Problem With Character's Projectile Attack
Alright, I have now changed my KingRing codes to this:

ACTOR KingRing
{
	+CLIENTSIDEONLY
	+NOBLOCKMAP
	+NOCLIP
	+NOGRAVITY
	+NOINTERACTION
	+NOSECTOR
	-SOLID
	States
	{
	Spawn:
	Active:
		TNT1 A 0
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 0, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 10, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 20, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 30, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 40, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 50, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 60, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 70, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 80, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 90, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 100, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 110, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 120, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 130, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 140, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 150, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 160, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 170, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 180, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 190, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 200, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 210, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 220, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 230, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 240, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 250, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 260, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 270, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 280, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 290, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 310, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 320, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 330, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 340, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 350, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		TNT1 A 1 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 360, SXF_ABSOLUTEPOSITION|SXF_ABSOLUTEANGLE)
		Loop
	Inactive:
		TNT1 A 1
		Loop
	}
}

Still not working like how the blue rings appear in the Power Ring Spawners demo map. What should I change with the offsets, velocities, flags, etc. to make it work right?.

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3 years 11 months ago #6 by MagicWazard
Replied by MagicWazard on topic Problem With Character's Projectile Attack
One problem is that SXF_ABSOLUTEPOSITION is causing the ring spheres to be constricted together, like it's confining them all to one spawn point. I don't understand the flag too well, but I think it's causing the Angle parameter to be ignored, so all the spheres are spawned 32 units east of where the spawner is supposed to be, regardless of the intended angle. I'm pretty sure this flag wasn't one of the flags comprising the "129" value in the original Powerup Ring. (If my math is correct, the only flags in the original were SXF_TRANSFERTRANSLATION [which I believe = 1] and SXF_CLIENTSIDE [which I believe = 128]...but I'll need independent verification of that.) I'm pretty sure the SXF_ABSOLUTEANGLE flag is unnecessary, but I don't think it's hurting anything, either.

Another problem is that each A_SpawnItemEx function call is taking 1 tic, so the whole ring isn't spawning at one time--instead, it takes about 1 whole second for the ring to spawn. Because of this, if SXF_ABSOLUTEPOSITION is removed, the ring will spawn as more of a spiral instead (which actually looks kind of cool, but is wrong). Each call to A_SpawnItemEx should take 0 tics, so they all spawn at once. By contrast, the first line in the Active state (TNT1 A 0) should take more than 0 tics. This line will determine the "delay" between each ring. (So, changing it to, say, TNT1 A 5 would result in 7 rings spawned per second).

Also, I notice that no ring sphere is spawned at 300 degrees. Spheres are spawned at 0 and 360 degrees, but this is actually the same angle (since going 360 degrees takes you a full circle).

Here's an example that should work the way you want.

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3 years 11 months ago - 3 years 11 months ago #7 by cmw1986
Replied by cmw1986 on topic Problem With Character's Projectile Attack
We're almost there! The codes work seriously awesome! :)

But however, there is one thing that's not right... My character replaces the Archviles and I want the rings to behave like the original character's fire attack, so how do I make the rings pulse for a certain number of times first (let's say 30 for example) and then stop (or vanish) and injure/destroy the player afterwards?. If I change the loop to stop, then it stops but only one ring gets summoned. The KingRing actor is missing something...

I have enclosed the DECORATE codes for the Archvile fire attack and an updated KingRing codes to help you solve this problem. Also, I really appreciate your wonderful help with this. I really thank you for your cooperation and advice!. :)

Peace!
-cmw1986
ACTOR ArchvileFire
{
	+NOBLOCKMAP +NOGRAVITY
	RenderStyle Add
	Alpha 1
	States
	{
	Spawn:
		FIRE A 2 BRIGHT  A_StartFire
		FIRE BAB 2 BRIGHT  A_Fire
		FIRE C 2 BRIGHT  A_FireCrackle
		FIRE BCBCDCDCDEDED 2 BRIGHT  A_Fire
		FIRE E 2 BRIGHT  A_FireCrackle
		FIRE FEFEFGHGHGH 2 BRIGHT  A_Fire
		Stop
	}
}
ACTOR KingRing
{
	+CLIENTSIDEONLY
	+NOBLOCKMAP
	+NOCLIP
	+NOGRAVITY
	+NOINTERACTION
	+NOSECTOR
	-SOLID
	States
	{
	Spawn:
		TNT1 A 4
		TNT1 A 0 A_PlaySound ("king/ringsmmn", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 0, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_StartFire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 10, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 20, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 30, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 40, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_FireCrackle
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 50, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 60, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 70, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 80, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 90, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 100, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 110, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 120, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 130, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 140, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 150, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 160, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 170, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 180, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_FireCrackle
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 190, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 200, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 210, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 220, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 230, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 240, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 250, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 260, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 270, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 280, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 290, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 300, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 310, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 320, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 330, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 340, SXF_ABSOLUTEANGLE)
		TNT1 A 0 BRIGHT A_Fire
		TNT1 A 0 A_PlaySound ("king/ringpulse", CHAN_VOICE, 1.0)
		TNT1 A 0 A_SpawnItemEx ("RingSummon", 32, 0, 0, 0, 0, 3, 350, SXF_ABSOLUTEANGLE)
		Loop
	}
}

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3 years 11 months ago - 3 years 11 months ago #8 by MagicWazard
Replied by MagicWazard on topic Problem With Character's Projectile Attack
For giving the ring spawner a "lifespan", try something like this, which uses a user variable to track how many times the spawner has looped, and an A_JumpIf command to terminate the loop once the variable has hit a certain value:

Warning: Spoiler!


Change the "30" in the first line of "Active" to something larger or smaller depending on how many times you want the ring spawner to loop. There's probably a slightly tider way of coding this, but I don't deal with user variables often, so I'm not real good with the syntax. :D
The following user(s) said Thank You: cmw1986

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3 years 11 months ago #9 by cmw1986
Replied by cmw1986 on topic Problem With Character's Projectile Attack
Sweet frickin' Moses, it worked!!! All I have to do now is improve the sounds for the character, which I probably can do on my own unless I need help again. But anyways, thank you so very much!. :cool:

Peace!
-cmw1986

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Shoutbox

's Avatar schnibbelkram - 5 days ago

went back and forth, but cant find the issue

's Avatar schnibbelkram - 5 days ago

hey , need some help with "operation" stahlhimmel" . I cannot ope the launch bay gate. I thought i accomplished everything, placed all the c4, went back and for

Blue Shadow's Avatar Blue Shadow - 4 weeks ago

Sorry it's taking so long, but if the submission is in order, it'll eventually approved and added. It's just a matter of finding the time to do that.

's Avatar sergeirocks100 - 4 weeks ago

It's been almost a month and my texture submission still has not been approved, i'm starting to worry that it might not ever be approved.

Gothic's Avatar Gothic - 2 months ago

Seems like I can log in again

's Avatar DanielBreakdown - 2 months ago

Doom TrinityMap01: Breaking InBoss: Devastator ZombieMap02: Snow PointBoss: CheoghMap03: Ghost ForestBoss: Hells FuryMap04: The AvatarBoss: Avat

JohnCook1994's Avatar JohnCook1994 - 2 months ago

Hey guys, I am currently working at my job due to Holiday rush. Be sure to submit anything and either myself or the staff will give you advice.

Robot J's Avatar Robot J - 3 months ago

Was the website just down a bit ago for anyone?

Gothic's Avatar Gothic - 3 months ago

This may be related to the DDoS attack the site suffered a few days ago. Try contacting Torm in the zdoom forums.

Cyantusk's Avatar Cyantusk - 3 months ago

Hi, my IP is constantly getting banned for no reason. I'm simply browsing the site.

daemonspudguy's Avatar daemonspudguy - 3 months ago

My home IP address is banned for no reason

's Avatar uBO - 3 months ago

hi

JohnCook1994's Avatar JohnCook1994 - 4 months ago

If it weren't for Gothic, I be toasted.

JohnCook1994's Avatar JohnCook1994 - 4 months ago

Gothic is one of the most reliable friend I've ever met.

Salahmander's Avatar Salahmander - 4 months ago

Just officially released the complete version of Super Golden Souls. Find it on ZDoom or Doomworld. Enjoy. :D

ozymandias81's Avatar ozymandias81 - 4 months ago

Very happy to see finally Crusader of Might & Magic tx uploaded, thanks a bunch Gothic :)

JohnCook1994's Avatar JohnCook1994 - 4 months ago

@SalahMander, I might be on DoomWorld soon. I actually forgot to check on the ShoutBox

Salahmander's Avatar Salahmander - 5 months ago

You have to make a replacement actor of the original monsters in order to add the possessed state.

's Avatar What's wrong with possess - 5 months ago

What's wrong with possession sphere, why is it not working?

Salahmander's Avatar Salahmander - 5 months ago

@JohnCook1994, you about on DoomWorld?

JohnCook1994's Avatar JohnCook1994 - 6 months ago

Do it brother

's Avatar Caeden11 - 6 months ago

I Have a suggestion for Realm667. It is a Marine who was transformed into this monstrous demon with wings and a split jaw. I call it........Betrayer!

JohnCook1994's Avatar JohnCook1994 - 6 months ago

Hopefully everything is okay right now

JohnCook1994's Avatar JohnCook1994 - 6 months ago

Hey guys, I updated the published things on the repository. For the author's name, for ex I added StopSign's name to Chubbs

JohnCook1994's Avatar JohnCook1994 - 6 months ago

Warhawk, it would be best to submit it, and we shall see it's death.

JohnCook1994's Avatar JohnCook1994 - 6 months ago

It's published

Robot J's Avatar Robot J - 6 months ago

I wonder if the B.R.P.S will actually make it to the armory

Gothic's Avatar Gothic - 6 months ago

I guess as an update, but can we see it first?

Warhawk's Avatar Warhawk - 6 months ago

Hey guys, I made an alternate death animation for Abaddon. How do I submit it?

's Avatar LoganMTM - 6 months ago

Iddqd999

JohnCook1994's Avatar JohnCook1994 - 6 months ago

My pleasure, Sir Gothic

Gothic's Avatar Gothic - 6 months ago

It's up now. Thanks!

JohnCook1994's Avatar JohnCook1994 - 6 months ago

Alright guys, I fixed the expired problem. Can you guys see Abaddon on the Beastiary - Doom Style monster?

JohnCook1994's Avatar JohnCook1994 - 6 months ago

The problem was that I saw this expired thing on abaddon, and the download button is that direct like the others

JohnCook1994's Avatar JohnCook1994 - 6 months ago

I uploaded and published the Abaddon monster via the how-to topic for the repo stuff. I am asking Tormentor667 for more help.

Gothic's Avatar Gothic - 6 months ago

I don't see the Abaddon added to the beastiary

JohnCook1994's Avatar JohnCook1994 - 7 months ago

They are.

's Avatar zsec - 7 months ago

Suicide bombers remind me of creepers in minecraft

's Avatar mr cool - 7 months ago

hey guys what is up

mattbratt11's Avatar mattbratt11 - 7 months ago

How long does the Repository Submission Absence last?

's Avatar comegetsome - 7 months ago

Hey there, interested in trying to get this to run on my RetroPie. Is this compatible with lzdoom by chance? Thanks!

Gothic's Avatar Gothic - 7 months ago

here https://devbuilds.drdteam.org/gzdoom/

's Avatar marriagecounselor - 7 months ago

Where do we find the dev builds?

's Avatar Avi - 7 months ago

I'll keep that in mind. Thanks!

Tormentor667's Avatar Tormentor667 - 7 months ago

Please use a dev build. The text file says 4.4+

's Avatar Avi - 7 months ago

I'm having the same issue as cycogod. Currently running version 4.3.3-2 through Manjaro (linux)

's Avatar Makazu87 - 7 months ago

How close is boa chapter 3's release?

Gothic's Avatar Gothic - 7 months ago

are you using the latest gzdoom build?

cycogod's Avatar cycogod - 7 months ago

error please help getting pk3 to run

cycogod's Avatar cycogod - 7 months ago

sapphire.pk3:zscript/saphrtorch.zc, line 89: Default blocks currently disabled in mixinssapphire.pk3:zscript/saphrtorch.zc, line 165: Mixin SaphrFireMixin does

's Avatar abbuw - 7 months ago

I like to take up the rear end by Schwoogies like my buttboy ZedekThePlagueDoctor

Stopsignal's Avatar Stopsignal - 8 months ago

Greetings! Could i ask for someone to check the creatures i added too, if it's not too much of a hassle? Hyped to see if they get accepted! Anyways, thanks!

Cyantusk's Avatar Cyantusk - 8 months ago

@ozymandias81 Thank you! I've already replied! Yea it's all cool here. What about there?

ozymandias81's Avatar ozymandias81 - 8 months ago

@Cyantusk - Done, very cool stuff... I deliberately optimized some stuff, check your posts hope all cool :)

ozymandias81's Avatar ozymandias81 - 8 months ago

@Cyantusk - Gonna check them asap

Cyantusk's Avatar Cyantusk - 8 months ago

Hello, are my recent posts alright? It's been 3 months unanswered. Do they need changes?

Gothic's Avatar Gothic - 8 months ago

No

's Avatar Crow - 8 months ago

Hello is any1 online?

ozymandias81's Avatar ozymandias81 - 8 months ago

royn - I guess you have issues with BoA on the base, simply go outside and talk to Miller at the start again after briefing

ozymandias81's Avatar ozymandias81 - 8 months ago

Click the Donate button below MakeHissyHappy image and follow instruction :)

's Avatar how do i donate - 8 months ago

how do i donate money?

's Avatar damm... - 8 months ago

damm. No sounds in snap version and flatpak is broken.

Fiorello1's Avatar Fiorello1 - 8 months ago

EEEH

SKRFrancis's Avatar SKRFrancis - 8 months ago

EHH FRIMAN.

's Avatar royn - 9 months ago

how the **** do you beat the damn level nothing happens ive explored everything

's Avatar BadMojo - 10 months ago

Thanks, I didn't see the comments *face palm*.. I'll give that new exe a go, cheers

's Avatar Ozymandias81(notlogged) - 10 months ago

Yes man it is fine, it is a phalse positive and you can undertsand it by reading moddb page (and my replies). New exe if you want: https://bit.ly/32fp63G

BadMojo's Avatar BadMojo - 10 months ago

Just downloaded BOA from the moddb page, but windows security is showing boa_c2.exe as a trojan, is this normal?

's Avatar Jimbob - 11 months ago

jimbobbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb

's Avatar alex - 11 months ago

alex2009

's Avatar Alex - 11 months ago

alex2009

's Avatar alex - 11 months ago

alex2009

's Avatar Paul - 11 months ago

How do I sign in to the forums?

's Avatar Ozymandias81(notlogged) - 11 months ago

@Jimmy - Unfortunately we can't due to massive usage of advanced stuff, but if you have BlueStacks + compatible GZDoom with andro and BoA... who knows

's Avatar Jimmy - 11 months ago

Can you guys port blades of agony to android or no

's Avatar RamboLevi - 1 year ago

Hello! It will sound noobish,but i cant find where to register on main page. Any help please? I have a serious issue to post here on Forum 'bout the game.

ozymandias81's Avatar ozymandias81 - 1 year ago

Merry Christmas to everyone!

DizzyDillo's Avatar DizzyDillo - 1 year ago

I combined Brutal Doom and Sigil today for the fun of it. I was not disappointed. I recommend trying it.

Blue Shadow's Avatar Blue Shadow - 1 year ago

Update submitted.

Blue Shadow's Avatar Blue Shadow - 1 year ago

I'm currently trying to figure out a way to solve the issue while keeping compatibility with both GZDoom and Zandronum.

Blue Shadow's Avatar Blue Shadow - 1 year ago

Hmm, it seems the code that I added to make the weapon ignore altfire if there isn't enough ammo doesn't work anymore in GZDoom.

zsec5500's Avatar zsec5500 - 1 year ago

to*

zsec5500's Avatar zsec5500 - 1 year ago

That once I switch to it, it won't let me switch t another weapon and I can't fire the weapon when I click the left mouse button.

Blue Shadow's Avatar Blue Shadow - 1 year ago

"Not working" doesn't tell us much. What's the issue are you having with it exactly?

zsec5500's Avatar zsec5500 - 1 year ago

Napalm Launcher is not working, what happened to it?

zsec5500's Avatar zsec5500 - 1 year ago

I have never seen a strife mod that uses the medium ammo pickups from this site, does anyone know some mods that do use that?

Blue Shadow's Avatar Blue Shadow - 1 year ago

See this: https://forum.zdoom.org/viewtopic.php?f=4&t=66266

Blue Shadow's Avatar Blue Shadow - 1 year ago

We're also looking for having a new team that would take care of submissions to the repository.

Blue Shadow's Avatar Blue Shadow - 1 year ago

We're currently looking for people who can actively post news on the site.

's Avatar Stopsignal - 1 year ago

Hey! I was checking old submissions and realized that the button to change pages in a topic in mobile is not displayed. Just to let you know!

's Avatar noob - 1 year ago

thanks blue shadow. anyway, i fixed the problem by binding "lstickup" to forward (even though the left y axis is already bound to forward) and that fixed sprint

Blue Shadow's Avatar Blue Shadow - 1 year ago

To make posts, you need to have a forum account first (you create one from the site's main page).

's Avatar noob - 1 year ago

just gonna say it here then. in BoA, sprint does not work if you're using a controller...

's Avatar noob - 1 year ago

how tf do i make a post on this forum lol

's Avatar Shadesmaster - 1 year ago

Swraph

doomedarchviledemon's Avatar doomedarchviledemon - 1 year ago

Happy Halloween! ^_^

zsec5500's Avatar zsec5500 - 1 year ago

So there is only one strife custom weapon here?

Gothic's Avatar Gothic - 1 year ago

wake me up when Zandro supports them then

Blue Shadow's Avatar Blue Shadow - 1 year ago

The anonymous functions is a deal breaker, since it'll make the monster no longer usable with Zandronum.

Gothic's Avatar Gothic - 1 year ago

simplified code, using annon functions instead of multiple TNT1 frames, sprite offsets fixed, and better sound quality since its last update

Blue Shadow's Avatar Blue Shadow - 1 year ago

What kind of changes have you done to it?

Blue Shadow's Avatar Blue Shadow - 1 year ago

I doubt they are.

Gothic's Avatar Gothic - 1 year ago

if Maelstorm is still around here, may I have permission to update the InfernoDemon?

Cyantusk's Avatar Cyantusk - 1 year ago

i see, thank you for the clarification!

Blue Shadow's Avatar Blue Shadow - 1 year ago

Submissions need to be reviewed first before a decision is made.

Cyantusk's Avatar Cyantusk - 1 year ago

i double checked the rules, but maybe i missed something

Cyantusk's Avatar Cyantusk - 1 year ago

oh ok. I removed the tag from my posts. Taking the opportunity to ask: there's something wrong in my posts? I don't see the submissions in the repository yet...

Blue Shadow's Avatar Blue Shadow - 1 year ago

The [SUBMISSION] tag isn't needed. Setting the icon alone is enough.

Cyantusk's Avatar Cyantusk - 1 year ago

oh i see, ty!

Stopsignal's Avatar Stopsignal - 1 year ago

Indeed! Also, use the submission icon, the one with the S!

Cyantusk's Avatar Cyantusk - 1 year ago

Hello, how do i tag a forum post of mine with [submission]? I just type in its title?

zsec5500's Avatar zsec5500 - 1 year ago

Yes, like Infernal Attack.

's Avatar Revenge - 1 year ago

Is there a mod that allows your custom weapons to be spawned randomly on the maps?

zsec5500's Avatar zsec5500 - 1 year ago

Cryocubus has been updated on moddb, check it out and I hope he is much better.

zsec5500's Avatar zsec5500 - 1 year ago

But the Strife Pistol I've seen in a mod called Strife Uncut.

zsec5500's Avatar zsec5500 - 1 year ago

I haven't seen a single strife mod that uses the custom strife monsters here.

Gothic's Avatar Gothic - 1 year ago

I managed to reduce a huge chunk of the Inferno Demon's code on DECORATE

zsec5500's Avatar zsec5500 - 1 year ago

I mean that I saw it only in infernal attack not in this site.

's Avatar Ozymandias81(notlogged) - 1 year ago

Vores exist thanks to Quake 1, and they are also present here on r667... What do you mean?

zsec5500's Avatar zsec5500 - 1 year ago

I never heard of an enemy called vore and I think he never existed here.

Blue Shadow's Avatar Blue Shadow - 1 year ago

What Hexen project?

Super Doomgod's Avatar Super Doomgod - 1 year ago

Awesome, i was waiting for a Hexen project, finally.

zsec5500's Avatar zsec5500 - 1 year ago

Why the Hellstorm Archon death message says Archon of Hell?

zsec5500's Avatar zsec5500 - 1 year ago

Actually, I didn't know that most of the monsters here are so old.

's Avatar zsec5500 - 1 year ago

Ok

zsec5500's Avatar zsec5500 - 1 year ago

Actually, I don't know who you are.

DizzyDillo's Avatar DizzyDillo - 1 year ago

No need to welcome me. It's AshuraTheChimera, back from "retirement". You might remember me from Yura's pyrosuccubus mod from almost 10 years ago.

zsec5500's Avatar zsec5500 - 1 year ago

I did notice there were 2 links.

's Avatar Ozymandias81(notlogged) - 1 year ago

zsec5500 - How so? Did you read both of them? Those are separate links, and each of them tells you what Decorate or ZScript are

zsec5500's Avatar zsec5500 - 1 year ago

The link you sent me has nothing in it.

's Avatar Ozymandias81(notlogged) - 1 year ago

zsec5500 - Use zdoomwiki: https://zdoom.org/wiki/DECORATE // https://zdoom.org/wiki/ZScript

zsec5500's Avatar zsec5500 - 1 year ago

What is the difference between ZScript and Decorate?

zsec5500's Avatar zsec5500 - 1 year ago

What is arachnocubus?

Gothic's Avatar Gothic - 1 year ago

Because they are meant to be accesible for any kind of mod. If you want weapons with reloading, you can always give them yourself

zsec5500's Avatar zsec5500 - 1 year ago

Why weapons here have no reloading?

zsec5500's Avatar zsec5500 - 1 year ago

I found some old stuff that didn't exist here, I know where to get them but I'm not allowed to tell.

Dynamo's Avatar Dynamo - 1 year ago

https://realm667.com/index.php/en/forum-board/let-us-know/1304-cybermage-textures done!

Blue Shadow's Avatar Blue Shadow - 1 year ago

So it doesn't get lost, I suggest you make a new thread about this in the Let Us Know sub-forum.

's Avatar Dynamo - 1 year ago

cheers!

's Avatar Dynamo - 1 year ago

I would also like to respectfully point out the site offers textures that are even more huge in size, such as max payne. seems contradictory not to have both

's Avatar Dynamo - 1 year ago

evidently this simple aspect of doom mapping was overlooked by the one who closed the submission

's Avatar Dynamo - 1 year ago

I have used them before in maps, the complaint about the sizing difference is irrelevant because in UDMF you can just resize textures as you please

's Avatar Dynamo - 1 year ago

https://realm667.com/index.php/en/forum-board/closed-submissions/536-submission-cybermage-textures could this be reviewed again? these textures are useful imho

Blue Shadow's Avatar Blue Shadow - 1 year ago

What's the error?

's Avatar Crythix - 1 year ago

How do I spawn the Satyr in GZDOOM? It keeps giving me an error, what am I doing wrong?

's Avatar t3hgonz01 - 1 year ago

is there a slated release date for chapter 3?

BadMojo's Avatar BadMojo - 1 year ago

Feel the wrath of my 1 time only inconsequential shoutboxing.. Hello realm goers, I hope all is well for you all :)

zsec5500's Avatar zsec5500 - 1 year ago

What is that mod you are talking about?

's Avatar Gray - 1 year ago

Trying to use 'quick kick' but when I assign it to a key, nothing happens. Grenade and Objectives work fine, just not quick kick.

Blue Shadow's Avatar Blue Shadow - 1 year ago

Now, are we done with these questions?

Blue Shadow's Avatar Blue Shadow - 1 year ago

You don't need to know about them; they're history.

zsec5500's Avatar zsec5500 - 1 year ago

Like what?

Blue Shadow's Avatar Blue Shadow - 1 year ago

We only have a few resources that were added and then later removed.

Blue Shadow's Avatar Blue Shadow - 1 year ago

If you can't find the resource you're looking for on the repo, then assume it never made it in there in the first place.

zsec5500's Avatar zsec5500 - 1 year ago

Along with Dark Claw and Soul Render...

zsec5500's Avatar zsec5500 - 1 year ago

That's true. Was Soul Cube existed here?

Blue Shadow's Avatar Blue Shadow - 1 year ago

When weapon-equipped monsters are submitted, it's not typical that they're paired with a submission of the weapon they're equipped with.

Blue Shadow's Avatar Blue Shadow - 1 year ago

No "catharsi cannon" ever existed, to my knowledge.

zsec5500's Avatar zsec5500 - 1 year ago

What about Catharsi Cannon, did it exist here before?

Blue Shadow's Avatar Blue Shadow - 1 year ago

As far as I know, that weapon I linked to is the only devastator we've ever had. So I guess the answer is no, then.

zsec5500's Avatar zsec5500 - 1 year ago

Not that devastator from Duke Nukem 3D, I meant the devastator that the devastator zombie uses.

Blue Shadow's Avatar Blue Shadow - 1 year ago

We have a devastator: https://www.realm667.com/index.php/en/armory-mainmenu-157-97317/other-sources-styles-mainmenu-160-29963/661-devastators

Blue Shadow's Avatar Blue Shadow - 1 year ago

There was a sonic railgun. It was taken down by request from the auther of the submission.

zsec5500's Avatar zsec5500 - 1 year ago

Did sonic railgun and devastator exist here before?

Blue Shadow's Avatar Blue Shadow - 1 year ago

Post them as separate submissions, each in their own thread, and we'll see.

elend's Avatar elend - 1 year ago

Realistic style, cartoon style and some gnarly dead trees.

Blue Shadow's Avatar Blue Shadow - 1 year ago

Define "different styles".

elend's Avatar elend - 1 year ago

I have four sets of trees with slightly different styles. Would it be best to have four separate wads or should I combine them all into one wad?

Blue Shadow's Avatar Blue Shadow - 1 year ago

I don't know the history of those monsters, so I can't answer. They were added before my time here.

zsec5500's Avatar zsec5500 - 1 year ago

And why arachnophyte is not a boss?

zsec5500's Avatar zsec5500 - 1 year ago

What does thamuz mean?

zsec5500's Avatar zsec5500 - 1 year ago

What does thamuz mean?

Blue Shadow's Avatar Blue Shadow - 1 year ago

And no, you can't delete your shoutbox posts. Only moderators can do that.

Blue Shadow's Avatar Blue Shadow - 1 year ago

It's generally for things that don't deserve to have a thread of their own.

zsec5500's Avatar zsec5500 - 1 year ago

my*

zsec5500's Avatar zsec5500 - 1 year ago

What is this shoutbox for and can I delete mt messages from here?

's Avatar zsec5500 - 1 year ago

Okay

Blue Shadow's Avatar Blue Shadow - 1 year ago

This also goes to anybody who uses the shoutbox to ask questions related to Blade of Agony. There is a section on the forum for BoA. Ask your questions there!

Blue Shadow's Avatar Blue Shadow - 1 year ago

Now, with that out of the way, if you have more things to report about the site's resources, please make a new thread in the "Let us know" forum, not here.

Blue Shadow's Avatar Blue Shadow - 1 year ago

For example, Pos_DoomImp is the modified version of the imp.

Blue Shadow's Avatar Blue Shadow - 1 year ago

The submission includes modified versions of Doom's monsters with the needed code. Their class name is prefixed with "Pos_".

Blue Shadow's Avatar Blue Shadow - 1 year ago

The Possession Sphere requires that you inject some code into your monsters for it to work.

zsec5500's Avatar zsec5500 - 1 year ago

the*

zsec5500's Avatar zsec5500 - 1 year ago

Why hellstorm archon uses tha same attacks as the archon of hell?

zsec5500's Avatar zsec5500 - 1 year ago

What's wrong with possession sphere, why is it not working?

zsec5500's Avatar zsec5500 - 1 year ago

Why the possession is not working, whoever created it, please fix it.

zsec5500's Avatar zsec5500 - 1 year ago

Why the

's Avatar Copster - 1 year ago

I can't get the application to run start when I click on it. Any idea why?

DBJ87's Avatar DBJ87 - 1 year ago

Ignore, last ? about my password/username-- apologies, not sure what happened, my user name was rejected when I'd entered sent reset password. But sorted. :)

's Avatar DBJ87 - 1 year ago

Can't log in, keep being told my username doesn't exist(?) Tried resetting password 3 times

's Avatar Ozymandias81(NotLogged) - 1 year ago

M - update your gpu drivers and get this version of GZDoom (hope you have a 64bit system) https://zdoom.org/files/gzdoom/bin/gzdoom-bin-3-2-0-x64.zip

's Avatar M - 1 year ago

I can talk to them but I can not see anyone in first chapter please help me

's Avatar The_Funktasm - 1 year ago

I suppose this ain't really a place for in-progress works? A shame...

's Avatar i do not know - 1 year ago

Dear Realm-i configurate wolfendoom to low settings(because potato pc) but when i start the game i cant see my health,my ammo just nothing.Please help to idiot

ozymandias81's Avatar ozymandias81 - 1 year ago

insomnia976 - It's not how it works, donations are welcomed but you don't have to pay to get Chapter 3... It's still in dev, C1-2 release http://tiny.cc/ww236y

Blue Shadow's Avatar Blue Shadow - 1 year ago

Logging in/Registering is done from the main site page, not the forum page.

's Avatar Jabberwock - 1 year ago

Hello, I see no LOGIN/REGISTER buttons here. Is it okay?

insomnia976's Avatar insomnia976 - 1 year ago

So... I made a donation to get BOA Chapter 3 through Paypal. I have the receipt but I never got a email with instructions to download. Help please?

Dragon Games's Avatar Dragon Games - 1 year ago

am I stupid? I think I am

Blue Shadow's Avatar Blue Shadow - 1 year ago

There should be an "Attachment" button just below the area where you type your reply/post.

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