How can I get out from a vehicle?

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Painboy
 
Posts: 31
Joined: Sun Mar 23, 2014 11:24 pm

How can I get out from a vehicle?

#1

Post by Painboy » Fri Aug 15, 2014 8:07 pm

Hi, I want get off a vehicle, but when I try it, The vehicle disappear!
§ome help?

(sorry for my bad english)

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Ivan
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RE: How can I get out from a vehicle?

#2

Post by Ivan » Fri Aug 15, 2014 8:15 pm

If you want us to help, share your code.
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SyKoTiC
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RE: How can I get out from a vehicle?

#3

Post by SyKoTiC » Fri Aug 15, 2014 8:20 pm

Put the car in park before you get out.
Being part of this DooM/Port madness since 2006
It's No Use!

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mr fiat
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RE: How can I get out from a vehicle?

#4

Post by mr fiat » Fri Aug 15, 2014 8:21 pm

Ivan wrote: If you want us to help, share your code.
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.

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RE: How can I get out from a vehicle?

#5

Post by Kara Kurt » Fri Aug 15, 2014 9:42 pm

Nah he just forgot to remove his belt.

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Ænima
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RE: How can I get out from a vehicle?

#6

Post by Ænima » Fri Aug 15, 2014 11:29 pm

SyKoTiC wrote: Put the car in park before you get out.
This is the winning post of this thread.
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Painboy
 
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Joined: Sun Mar 23, 2014 11:24 pm

RE: How can I get out from a vehicle?

#7

Post by Painboy » Sat Aug 16, 2014 12:20 pm

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
 }
} 

User avatar
-Jes-
Frequent Poster Miles card holder
Posts: 975
Joined: Fri Aug 03, 2012 9:55 am
Location: Void Zone

RE: How can I get out from a vehicle?

#8

Post by -Jes- » Sat Aug 16, 2014 1:17 pm

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.

Painboy
 
Posts: 31
Joined: Sun Mar 23, 2014 11:24 pm

RE: How can I get out from a vehicle?

#9

Post by Painboy » Sat Aug 16, 2014 2:56 pm

-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?

User avatar
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?

#10

Post by Vincent(PDP) » Sat Aug 16, 2014 4:28 pm

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!
Last edited by Vincent(PDP) on Sat Aug 16, 2014 4:36 pm, edited 1 time in total.
//Visual Vincent ( Vincent (PDP) )
- My DOOM site Team

My projects:
Spoiler: (Open)
Doom Writer
Escape From The Laboratory - Done
Escape From The Laboratory Part 2
Parkskolan Zombie Horde Map (ZM10) - Done
In game Admin Commands for Zandronum.
Achievement Mod for Zandronum
Stats mod

Painboy
 
Posts: 31
Joined: Sun Mar 23, 2014 11:24 pm

RE: How can I get out from a vehicle?

#11

Post by Painboy » Sat Aug 16, 2014 4:49 pm

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!
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!
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.

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Vincent(PDP)
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RE: How can I get out from a vehicle?

#12

Post by Vincent(PDP) » Sat Aug 16, 2014 5:24 pm

Den check out ma' code!
//Visual Vincent ( Vincent (PDP) )
- My DOOM site Team

My projects:
Spoiler: (Open)
Doom Writer
Escape From The Laboratory - Done
Escape From The Laboratory Part 2
Parkskolan Zombie Horde Map (ZM10) - Done
In game Admin Commands for Zandronum.
Achievement Mod for Zandronum
Stats mod

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RE: How can I get out from a vehicle?

#13

Post by Painboy » Sat Aug 16, 2014 6:36 pm

Vincent(PDP) wrote: Den check out ma' code!
In the version you linked, the vehicles after getting out, disappear too!

Maybe ther-s a problem with GZdoom.

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Vincent(PDP)
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RE: How can I get out from a vehicle?

#14

Post by Vincent(PDP) » Sat Aug 16, 2014 9:05 pm

Painboy wrote:
Vincent(PDP) wrote: Den check out ma' code!
In the version you linked, the vehicles after getting out, disappear too!

Maybe ther-s a problem with GZdoom.
I know they do, because you gotta enable a cvar for it work. That's why I said "Check my code".

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.
//Visual Vincent ( Vincent (PDP) )
- My DOOM site Team

My projects:
Spoiler: (Open)
Doom Writer
Escape From The Laboratory - Done
Escape From The Laboratory Part 2
Parkskolan Zombie Horde Map (ZM10) - Done
In game Admin Commands for Zandronum.
Achievement Mod for Zandronum
Stats mod

Painboy
 
Posts: 31
Joined: Sun Mar 23, 2014 11:24 pm

RE: How can I get out from a vehicle?

#15

Post by Painboy » Sun Aug 17, 2014 11:09 am

Vincent(PDP) wrote:
Painboy wrote:
Vincent(PDP) wrote: Den check out ma' code!
In the version you linked, the vehicles after getting out, disappear too!

Maybe ther-s a problem with GZdoom.
I know they do, because you gotta enable a cvar for it work. That's why I said "Check my code".

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 ^^

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