How can I get out from a vehicle?
How can I get out from a vehicle?
Hi, I want get off a vehicle, but when I try it, The vehicle disappear!
§ome help?
(sorry for my bad english)
§ome help?
(sorry for my bad english)
RE: How can I get out from a vehicle?
If you want us to help, share your code.
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RE: How can I get out from a vehicle?
Put the car in park before you get out.
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RE: How can I get out from a vehicle?
op should be a bit more specific, it could be from anything either his own project or doomcenter vehicles. right now its not very clear what he means.Ivan wrote: If you want us to help, share your code.
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RE: How can I get out from a vehicle?
Nah he just forgot to remove his belt.
RE: How can I get out from a vehicle?
This is the winning post of this thread.SyKoTiC wrote: Put the car in park before you get out.
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RE: How can I get out from a vehicle?
Ivan wrote: If you want us to help, share your code.
Code: Select all
#include "zcommon.acs"
#library "SPIN"
Script 998 (void)
{
UnMorphActor (0);
}
script 999 (void)
{
SetActorState (0, "Melee");
int linkscnt0;
linkscnt0 = 0;
while(linkscnt0 < 32)
{
delay(1);
SetActorAngle (0, GetActorAngle (0) - -0.06);
linkscnt0++;
}
int linkscnt1;
linkscnt1 = 0;
while(linkscnt1 < 4)
{
delay(1);
SetActorAngle (0, GetActorAngle (0) - -0.02);
linkscnt1++;
}
//If(ClassifyActor (0) == ACTOR_DEAD)
//SetActorState (0, "Death");
}
Code: Select all
ACTOR CarPlayer : PlayerPawn
{
player.forwardmove 0
player.sidemove 0
player.viewheight 32
player.jumpz 0
+NOSKIN
ReactionTime 0
Health 1000
Radius 32
Height 52
Mass 100
PainChance 0
+pushable
Player.ColorRange 112, 127
Deathsound "weapons/rocklx"
Player.CrouchSprite ""
Player.DisplayName "Car"
Player.SpawnClass "Car"
Player.SoundClass "Car"
Player.MorphWeapon "CarGo"
Scale 1
Xscale 1
Yscale .8
+NOBLOOD
-PICKUP
States
{
Pain:
Melee:
Missile:
Goto See
See:
Spawn:
GCAR A -1 bright
Loop
AltSkinDeath:
AltSkinXDeath:
Death:
XDeath:
MISL B 0 bright A_Playsound("weapons/rocklx")
MISL B 0 A_Scream
MISL B 0 bright A_SpawnItemEx("RocketBom",-16,0,-128,0,0,0,0,128)
MISL B 5 bright A_Fall
TNT1 B 0 A_CustomMissile("Tire2", 0, 0, random(0,360), 2, random(-90,0))
TNT1 B 0 A_CustomMissile("Tire2", 0, 0, random(0,360), 2, random(-90,0))
TNT1 B 0 A_CustomMissile("Tire2", 0, 0, random(0,360), 2, random(-90,0))
TNT1 B 0 A_CustomMissile("Tire2", 0, 0, random(0,360), 2, random(-90,0))
NULL Z -1
Stop
}
}
ACTOR LiteGreenCarPlayer : CarPlayer
{
Player.DisplayName "LiteGreenCar"
Player.SpawnClass "LiteGreenCar"
Player.SoundClass "LiteGreenCar"
Player.MorphWeapon "LiteGreenCarGo"
States
{
Pain:
Melee:
Missile:
Goto See
See:
Spawn:
LGCR A -1 bright
Loop
}
}
ACTOR FerrariPlayer : CarPlayer
{
Player.DisplayName "Ferrari"
Player.SpawnClass "Ferrari"
Player.SoundClass "Ferrari"
Player.MorphWeapon "FerrariGo"
Yscale 1
States
{
Pain:
Melee:
Missile:
Goto See
See:
Spawn:
FERB A -1 bright
Loop
}
}
ACTOR KITTPlayer : CarPlayer
{
Player.DisplayName "KITT"
Player.SpawnClass "KITT"
Player.SoundClass "KITT"
Player.MorphWeapon "KITTGo"
Xscale 2
Yscale 2
player.jumpz 128
Player.ColorRange 64, 79
Translation "112:127=5:8"
States
{
Pain:
Melee:
Missile:
Goto See
Spawn:
KITT ABCD 4 bright
Loop
See:
KITT ABCD 1 bright
Loop
}
}
ACTOR TruckPlayer : CarPlayer
{
Player.DisplayName "Truck"
Player.SpawnClass "Truck"
Player.SoundClass "Truck"
Player.MorphWeapon "TruckGo"
States
{
Pain:
Melee:
Missile:
Goto See
See:
Spawn:
TRUK A -1 bright
Loop
}
}
ACTOR MotorcyclePlayer : CarPlayer
{
Player.DisplayName "Motorcycle"
Player.SpawnClass "Motorcycle"
Player.SoundClass "Motorcycle"
Player.MorphWeapon "MotorcycleGo"
player.viewheight 35
Radius 16
Yscale 1
States
{
Pain:
Melee:
Missile:
Goto See
See:
Spawn:
BIKE A -1 bright
Loop
XDeath:
MISL B 0 bright A_Playsound("weapons/rocklx")
MISL B 0 A_Scream
MISL B 0 bright A_SpawnItemEx("RocketBom",-16,0,-128,0,0,0,0,128)
MISL B 5 bright A_Fall
TNT1 B 0 A_CustomMissile("Tire2", 0, 0, random(0,360), 2, random(-90,0))
TNT1 B 0 A_CustomMissile("Tire2", 0, 0, random(0,360), 2, random(-90,0))
NULL Z -1
}
}
ACTOR EctoPlayer : CarPlayer
{
Player.DisplayName "Ecto"
Player.SpawnClass "Ecto"
Player.SoundClass "Ecto"
Player.MorphWeapon "EctoGo"
States
{
Pain:
Melee:
Missile:
Goto See
See:
Spawn:
ECTO A -1 bright
Loop
}
}
ACTOR BensBikePlayer : CarPlayer
{
Player.DisplayName "BensBike"
Player.SpawnClass "Motorcycle"
Player.SoundClass "Motorcycle"
Player.MorphWeapon "BensBikeGo"
player.viewheight 35
Radius 24
Yscale 1
States
{
Pain:
Melee:
Missile:
Goto See
See:
Spawn:
BENC A -1 bright
Loop
XDeath:
MISL B 0 bright A_Playsound("weapons/rocklx")
MISL B 0 A_Scream
MISL B 0 bright A_SpawnItemEx("RocketBom",-16,0,-128,0,0,0,0,128)
MISL B 5 bright A_Fall
TNT1 B 0 A_CustomMissile("Tire2", 0, 0, random(0,360), 2, random(-90,0))
TNT1 B 0 A_CustomMissile("Tire2", 0, 0, random(0,360), 2, random(-90,0))
NULL Z -1
}
}
ACTOR BlueFalconPlayer : CarPlayer
{
Player.ColorRange 192, 207
Player.DisplayName "Blue Falcon"
Player.MorphWeapon "BlueFalconGo"
Player.SoundClass "Ferrari"
Player.ViewHeight 25
xScale 2
Yscale 1.5
States
{
Pain:
Melee:
Missile:
Goto See
See:
Spawn:
FALC A -1
Loop
}
}
ACTOR CarPlayerMorph : PowerupGiver 15814
{
Powerup.Type PowerCarPlayer
Powerup.Duration 3000
Inventory.MaxAmount 0
+INVENTORY.AUTOACTIVATE
Yscale .8
Inventory.PickupSound "Car/Start"
Inventory.PickupMessage "You got a Car!"
States
{
Spawn:
GCAR A -1
Stop
}
}
ACTOR PowerCarPlayer : PowerMorph
{
PowerMorph.PlayerClass "CarPlayer"
PowerMorph.MorphStyle (MRF_ADDSTAMINA|MRF_FULLHEALTH)
//PowerMorph.MorphStyle (MRF_ADDSTAMINA|MRF_FULLHEALTH|MRF_WHENINVULNERABLE)
PowerMorph.MorphFlash "NoFlash"
PowerMorph.UnMorphFlash "NoFlash"
}
ACTOR LiteGreenPowerCarPlayer : PowerCarPlayer
{
PowerMorph.PlayerClass "LiteGreenCarPlayer"
}
ACTOR PowerEctoPlayer : PowerCarPlayer
{
PowerMorph.PlayerClass "EctoPlayer"
}
ACTOR PowerMotorcyclePlayer : PowerCarPlayer
{
PowerMorph.PlayerClass "MotorcyclePlayer"
}
ACTOR PowerFerrariPlayer : PowerCarPlayer
{
PowerMorph.PlayerClass "FerrariPlayer"
}
ACTOR PowerTruckPlayer : PowerCarPlayer
{
PowerMorph.PlayerClass "TruckPlayer"
}
ACTOR PowerKITTPlayer : PowerCarPlayer
{
PowerMorph.PlayerClass "KITTPlayer"
}
ACTOR PowerBensBikePlayer : PowerCarPlayer
{
PowerMorph.PlayerClass "BensBikePlayer"
}
ACTOR PowerFalconPlayer : PowerCarPlayer
{
PowerMorph.PlayerClass "BlueFalconPlayer"
}
ACTOR LiteGreenCarPlayerMorph : CarPlayerMorph 1162
{
Powerup.Type LiteGreenPowerCarPlayer
Yscale .8
States
{
Spawn:
LGCR A -1
Stop
}
}
ACTOR MotorcyclePlayerMorph : CarPlayerMorph 18101
{
Inventory.PickupSound "BIKESTRT"
Inventory.PickupMessage "You got the Motorcycle!"
Powerup.Type PowerMotorcyclePlayer
Yscale 1
States
{
Spawn:
BIKB A -1
Stop
}
}
ACTOR FerrariPlayerMorph : CarPlayerMorph 5417
{
Powerup.Type PowerFerrariPlayer
Yscale 1
States
{
Spawn:
FERR A -1
Stop
}
}
ACTOR EctoPlayerMorph : CarPlayerMorph 4219
{
Powerup.Type PowerEctoPlayer
States
{
Spawn:
ECTO A -1
Stop
}
}
ACTOR TruckPlayerMorph : CarPlayerMorph 19171
{
Powerup.Type PowerTruckPlayer
States
{
Spawn:
TRUK A -1
Stop
}
}
ACTOR KITTPlayerMorph : CarPlayerMorph 10819
{
Powerup.Type PowerKITTPlayer
Xscale 2
Yscale 2
States
{
Spawn:
KITT ABCD 4
Loop
}
}
ACTOR BensBikePlayerMorph : MotorcyclePlayerMorph 14131
{
Powerup.Type PowerBensBikePlayer
Yscale 1
States
{
Spawn:
BENB A -1
Loop
}
}
ACTOR FalconPlayerMorph : CarPlayerMorph 15011
{
Powerup.Type PowerFalconPlayer
xScale 2
Yscale 1.5
States
{
Spawn:
FALC A -1
Stop
}
}
actor RocketBom
{
+NOBLOCKMAP
+NOGRAVITY
+DONTSPLASH
+WINDTHRUST
+FIXMAPTHINGPOS
Radius 16
Height 16
Speed 20
Damage 20
scale 5
+RANDOMIZE
+NoBlockmap
-Solid
Renderstyle add
Obituary "$OB_MPROCKET"
States
{
Spawn:
Death:
MISL B 0 bright A_Explode(180,200)
MISL B 0 bright A_Playsound("weapons/rocklx")
MISL B 1 bright A_Burst("RocketBom1")
stop
}
}
actor RocketBom1
{
Radius 64
Height 16
Speed 20
Damage 20
+RANDOMIZE
+NoBlockmap
+CLIENTSIDEONLY
-Solid
+NoGravity
Renderstyle add
SeeSound "weapons/rocklx"
DeathSound "weapons/rocklx"
Obituary "$OB_MPROCKET"
States
{
Spawn:
Death:
MISL B 0 bright A_Playsound("weapons/rocklx")
MISL B 1 bright A_Scream
MISL B 18 bright
MISL C 16 bright
MISL D 14 bright
stop
}
}
actor CarGo : Weapon
{
Weapon.SelectionOrder 2000
+WEAPON.DONTBOB
+WEAPON.MELEEWEAPON
States
{
Ready:
CARH A 1 A_WeaponReady
TNT1 A 0 A_StopSoundEx ("SoundSlot6")
TNT1 A 0 A_PlaySoundEx ("Car/Idle", "SoundSlot7", 1)
loop
Deselect:
TNT1 A 0 A_StopSoundEx ("SoundSlot6")
TNT1 A 0 A_StopSoundEx ("SoundSlot7")
TNT1 AAAAAAAAAAAAAAAA 0 A_Lower
TNT1 A 1 A_Lower
loop
Select:
TNT1 AAAAAAAAAAAAAAAA 0 A_Raise
TNT1 A 1 A_Raise
Loop
Fire:
CARH A 2 A_Recoil (-4)
TNT1 A 0 A_CustomPunch (100)
TNT1 A 0 A_StopSoundEx ("SoundSlot7")
TNT1 A 0 A_PlaySoundEx ("DSCARGO", "SoundSlot6", 1)
CARH A 0 A_ReFire
goto Ready
AltFire:
TNT1 A 0 A_StopSoundEx ("SoundSlot7")
TNT1 A 10 A_PlaySoundEx ("CAREXIT", "SoundSlot6", 1)
TNT1 A 1 ACS_ExecuteAlways(998,0)
goto Ready
}
}
actor LiteGreenCarGo : CarGo
{
States
{
Ready:
CARH B 1 A_WeaponReady
TNT1 A 0 A_StopSoundEx ("SoundSlot6")
TNT1 A 0 A_PlaySoundEx ("Car/Idle", "SoundSlot7", 1)
loop
Fire:
CARH B 2 A_Recoil (-4)
TNT1 A 0 A_CustomPunch (100)
TNT1 A 0 A_StopSoundEx ("SoundSlot7")
TNT1 A 0 A_PlaySoundEx ("DSCARGO", "SoundSlot6", 1)
TNT1 A 0 A_ReFire
goto Ready
}
}
actor FerrariGo : CarGo
{
States
{
Ready:
FERH A 1 A_WeaponReady
TNT1 A 0 A_StopSoundEx ("SoundSlot6")
TNT1 A 0 A_PlaySoundEx ("Car/Idle", "SoundSlot7", 1)
loop
Fire:
FERH A 1 A_Recoil (-5)
TNT1 A 0 A_CustomPunch (100)
TNT1 A 0 A_StopSoundEx ("SoundSlot7")
TNT1 A 0 A_PlaySoundEx ("DSFERGO", "SoundSlot6", 1)
FERH A 0 A_ReFire
goto Ready
}
}
actor BlueFalconGo : CarGo
{
States
{
Ready:
FALB A 1 A_WeaponReady
TNT1 A 0 A_StopSoundEx ("SoundSlot6")
TNT1 A 0 A_PlaySoundEx ("DSFZIDL", "SoundSlot7", 1)
loop
Fire:
FALB A 1 A_Recoil (-5)
TNT1 A 0 A_CustomPunch (100)
TNT1 A 0 A_StopSoundEx ("SoundSlot7")
TNT1 A 0 A_PlaySoundEx ("DSFALGO", "SoundSlot6", 1)
FALB A 0 A_ReFire
goto Ready
}
}
actor KITTGo : CarGo
{
States
{
Ready:
KITH A 1 bright A_WeaponReady
TNT1 A 0 A_StopSoundEx ("SoundSlot6")
TNT1 A 0 A_PlaySoundEx ("DSKRIDLE", "SoundSlot7", 1)
loop
Fire:
KITH A 1 bright A_Recoil (-6)
TNT1 A 0 A_CustomPunch (100)
KITH A 1 bright A_Recoil (-6)
KITH A 1 bright A_Recoil (-6)
KITH A 1 bright A_Recoil (-6)
TNT1 A 0 A_StopSoundEx ("SoundSlot7")
TNT1 A 0 A_PlaySoundEx ("DSKRENG", "SoundSlot6", 1)
KITH A 0 A_ReFire
goto Ready
}
}
actor EctoGo : CarGo//From GhostBusters Doom2
{
States
{
Ready:
ECTH C 1 bright A_WeaponReady
TNT1 A 0 A_StopSoundEx ("SoundSlot6")
TNT1 A 0 A_PlaySoundEx ("Car/Idle", "SoundSlot7", 1)
loop
Fire:
ECTH A 1 bright A_Recoil (-3)
TNT1 A 0 A_CustomPunch (100)
ECTH D 1 bright A_Recoil (-3)
ECTH B 1 bright A_Recoil (-3)
ECTH D 1 bright A_Recoil (-3)
TNT1 A 0 A_StopSoundEx ("SoundSlot7")
TNT1 A 0 A_PlaySoundEx ("DSECTOSI", "SoundSlot6", 1)
ECTH A 0 A_ReFire
goto Ready
}
}
actor TruckGo : CarGo
{
States
{
Ready:
TRKH A 1 A_WeaponReady
TNT1 A 0 A_StopSoundEx ("SoundSlot6")
TNT1 A 0 A_PlaySoundEx ("DSTRUCID", "SoundSlot7", 1)
loop
Fire:
TNT1 A 0 A_CustomPunch (100)
TRKH A 1 A_Recoil (-2)
TNT1 A 0 A_StopSoundEx ("SoundSlot7")
TNT1 A 0 A_PlaySoundEx ("DSTRUCGO", "SoundSlot6", 1)
TRKH A 0 A_ReFire
goto Ready
}
}
actor MotorcycleGo : CarGo
{
States
{
Ready:
TNT1 A 0 A_StopSoundEx ("SoundSlot6")
TNT1 A 0 A_PlaySoundEx ("BIKEIDLE", "SoundSlot7", 1)
BIKH A 1 A_WeaponReady
loop
Fire:
TNT1 A 0 A_CustomPunch (100)
TNT1 A 0 A_StopSoundEx ("SoundSlot7")
TNT1 A 0 A_PlaySoundEx ("BIKEGO", "SoundSlot6", 1)
BIKH A 0 A_Jump(224,3,5,7,9,11,13,15)
BIKH A 1 OFFSET (1, 33) A_Recoil (-4)
BIKH A 0 A_ReFire
goto Ready
BIKH A 1 OFFSET (-2, 35) A_Recoil (-4)
BIKH A 0 A_ReFire
goto Ready
BIKH A 1 OFFSET (-3, 35) A_Recoil (-4)
BIKH A 0 A_ReFire
goto Ready
BIKH A 1 OFFSET (2, 34) A_Recoil (-4)
BIKH A 0 A_ReFire
goto Ready
BIKH A 1 OFFSET (3, 34) A_Recoil (-4)
BIKH A 0 A_ReFire
goto Ready
BIKH A 1 OFFSET (1, 35) A_Recoil (-4)
BIKH A 0 A_ReFire
goto Ready
BIKH A 1 OFFSET (2, 33) A_Recoil (-4)
BIKH A 0 A_ReFire
goto Ready
BIKH A 1 OFFSET (-3, 34) A_Recoil (-4)
BIKH A 0 A_ReFire
goto Ready
AltFire:
TNT1 A 0 A_StopSoundEx ("SoundSlot7")
TNT1 A 1 ACS_ExecuteAlways(998,0)
goto Ready
}
}
actor BensBikeGo : MotorcycleGo
{
States
{
Ready:
TNT1 A 0 A_StopSoundEx ("SoundSlot6")
TNT1 A 0 A_PlaySoundEx ("BIKEIDLE", "SoundSlot7", 1)
BENH A 1 A_WeaponReady
loop
//accelerate
Fire:
TNT1 A 0 A_CustomPunch (100)
TNT1 A 0 A_StopSoundEx ("SoundSlot7")
TNT1 A 0 A_PlaySoundEx ("BIKEGO", "SoundSlot6", 1)
BENH A 0 A_Jump(224,3,5,7,9,11,13,15)
BENH A 1 OFFSET (1, 33) A_Recoil (-4)
BENH A 0 A_ReFire
goto Ready
BENH A 1 OFFSET (1, 35) A_Recoil (-4)
BENH A 0 A_ReFire
goto Ready
BENH A 1 OFFSET (3, 35) A_Recoil (-4)
BENH A 0 A_ReFire
goto Ready
BENH A 1 OFFSET (-2, 34) A_Recoil (-4)
BENH A 0 A_ReFire
goto Ready
BENH A 1 OFFSET (3, 34) A_Recoil (-4)
BENH A 0 A_ReFire
goto Ready
BENH A 1 OFFSET (-1, 35) A_Recoil (-4)
BENH A 0 A_ReFire
goto Ready
BENH A 1 OFFSET (2, 33) A_Recoil (-4)
BENH A 0 A_ReFire
goto Ready
BENH A 1 OFFSET (-3, 34) A_Recoil (-4)
BENH A 0 A_ReFire
goto Ready
}
}
ACTOR NoFlash : TeleportFog// replaces TeleportFog
{
SeeSound "CAREXIT"
RenderStyle None
States
{
Spawn:
TNT1 A 1
Stop
}
} - -Jes-
- Frequent Poster Miles card holder
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- Location: Void Zone
RE: How can I get out from a vehicle?
Eugh. This smells like Doomcenter. Anyway.
The cars in your map are simply powerups. Car-powerups. When you collect them, you MORPH INTO a car-person.
The ALTFIRE of your weapon while being a car-person starts a script that MORPHS YOU BACK into a regular person.
This script does not create a new car-powerup at your last location.
The cars in your map are simply powerups. Car-powerups. When you collect them, you MORPH INTO a car-person.
The ALTFIRE of your weapon while being a car-person starts a script that MORPHS YOU BACK into a regular person.
This script does not create a new car-powerup at your last location.
RE: How can I get out from a vehicle?
-Jes- wrote: Eugh. This smells like Doomcenter. Anyway.
The cars in your map are simply powerups. Car-powerups. When you collect them, you MORPH INTO a car-person.
The ALTFIRE of your weapon while being a car-person starts a script that MORPHS YOU BACK into a regular person.
This script does not create a new car-powerup at your last location.
Ah, ok, thanks.
Then?
What I may use?
Thing_spawn in acs and A_SpawnItem in decorate?
- Vincent(PDP)
- Forum Regular
- Posts: 527
- Joined: Thu Mar 14, 2013 7:35 pm
- Location: Sweden
- Clan: My DOOM site
- Clan Tag: <MDS>
- Contact:
RE: How can I get out from a vehicle?
http://www.mydoomsite.com/WADS/DooMCenter-b90c_Edit.pk3
Somewhere around Doom Center's unmorphing script I made it so that the car will respawn.
Other features include:
Buying apartments.
Lock your apartment's door.
Buy decorations, couches, tables etc. (OpenGL only)
Go to jail.
Pay for the items on 7-Eleven OR get hunted by the police.
Jump out from the spaceship and fall until you hit the ground in the city.
PLAY DAT PIANO!!
And more!
Somewhere around Doom Center's unmorphing script I made it so that the car will respawn.
Other features include:
Buying apartments.
Lock your apartment's door.
Buy decorations, couches, tables etc. (OpenGL only)
Go to jail.
Pay for the items on 7-Eleven OR get hunted by the police.
Jump out from the spaceship and fall until you hit the ground in the city.
PLAY DAT PIANO!!
And more!
Last edited by Vincent(PDP) on Sat Aug 16, 2014 4:36 pm, edited 1 time in total.
RE: How can I get out from a vehicle?
Also in Grezzo 2, the vehicles should respawn. But since I opened Doom center to study some function, also in Grezzo 2 the vehicles don't respawn!Vincent(PDP) wrote: http://www.mydoomsite.com/WADS/DooMCenter-b90c_Edit.pk3
Somewhere around Doom Center's unmorphing script I made it so that the car will respawn.
Other features include:
Buying apartments.
Lock your apartment's door.
Buy decorations, couches, tables etc. (OpenGL only)
Go to jail.
Pay for the items on 7-Eleven OR get hunted by the police.
Jump out from the spaceship and fall until you hit the ground in the city.
PLAY DAT PIANO!!
And more!
I can't believe in!
For the people who doesn't known Grezzo, it's a mod for doom.
It's a rip-off of all levels, graphics and sound of old games.
I should make the motorcyrcle respawning immediately after getting off from it.
- Vincent(PDP)
- Forum Regular
- Posts: 527
- Joined: Thu Mar 14, 2013 7:35 pm
- Location: Sweden
- Clan: My DOOM site
- Clan Tag: <MDS>
- Contact:
RE: How can I get out from a vehicle?
Den check out ma' code!
RE: How can I get out from a vehicle?
In the version you linked, the vehicles after getting out, disappear too!Vincent(PDP) wrote: Den check out ma' code!
Maybe ther-s a problem with GZdoom.
- Vincent(PDP)
- Forum Regular
- Posts: 527
- Joined: Thu Mar 14, 2013 7:35 pm
- Location: Sweden
- Clan: My DOOM site
- Clan Tag: <MDS>
- Contact:
RE: How can I get out from a vehicle?
I know they do, because you gotta enable a cvar for it work. That's why I said "Check my code".Painboy wrote:In the version you linked, the vehicles after getting out, disappear too!Vincent(PDP) wrote: Den check out ma' code!
Maybe ther-s a problem with GZdoom.
I haven't used that file for a few months so I don't remember the cvar.
The only thing I know right now, is that it works if you enable that cvar.
Last edited by Vincent(PDP) on Sat Aug 16, 2014 9:19 pm, edited 1 time in total.
RE: How can I get out from a vehicle?
Vincent(PDP) wrote:I know they do, because you gotta enable a cvar for it work. That's why I said "Check my code".Painboy wrote:In the version you linked, the vehicles after getting out, disappear too!Vincent(PDP) wrote: Den check out ma' code!
Maybe ther-s a problem with GZdoom.
I haven't used that file for a few months so I don't remember the cvar.
The only thing I know right now, is that it works if you enable that cvar.
I found it, thanks so much ^^
