Three SOCcing questions.

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CrimsonGodX

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Ok, I've been working on a .wad/.soc for a few days now.
It's all coming along well, but I need some help from a few
expert SOCcers. :lol:
Anyway, this is what I need help with.
1. How do you make a scenery object cause damage?
Example: I would like to make the spinning flower
(FWR2A0, FWR2B0) cause you to lose rings as if they were spikes for instance.
2. How, if at all possible, can I remove the Act number (not Zone) but Act number from standard 1P levels? (Leaving them blank defaults them.)
3. How do I change the underwater color.
Example: I want to make the underwater color green in THZ2 like
the acid from NCZ. I replaced the purple "goop" textures with the
acid ones from NCZ, but they still appear purple because of the
underwater coloring.
Any help would be more than greatly appreciated.
Thanks in advance.
 
CrimsonGodX said:
Ok, I've been working on a .wad/.soc for a few days now.
It's all coming along well, but I need some help from a few
expert SOCcers. :lol:
Anyway, this is what I need help with.
1. How do you make a scenery object cause damage?
Example: I would like to make the spinning flower
(FWR2A0, FWR2B0) cause you to lose rings as if they were spikes for instance.
2. How, if at all possible, can I remove the Act number (not Zone) but Act number from standard 1P levels? (Leaving them blank defaults them.)
3. How do I change the underwater color.
Example: I want to make the underwater color green in THZ2 like
the acid from NCZ. I replaced the purple "goop" textures with the
acid ones from NCZ, but they still appear purple because of the
underwater coloring.
Any help would be more than greatly appreciated.
Thanks in advance.

2. ACT = 0 in level header.
3. COLORMAPs.
 
Check the Doom Builder tutorial on the SRB2 website for info about Colormaps and how to use them.
 
How do you make a scenery object cause damage?
Example: I would like to make the spinning flower
(FWR2A0, FWR2B0) cause you to lose rings as if they were spikes for instance.

Haven't tried it yet, but I think you have to set change ENEMY to "yes", and SCENERY to "no"
 
Actually, "hazard objects" are impossible. You could make it like an indestructable enemy by giving it the same flags as the crawla, only without MF_Shootable, but you'd be able to bounce off of it.
 
Draykon said:
Actually, "hazard objects" are impossible. You could make it like an indestructable enemy by giving it the same flags as the crawla, only without MF_Shootable, but you'd be able to bounce off of it.

Ok, I tried these on the "hazard objects" objects:
Checked:
MF_SPECIAL, MF_SOLID, MF_ENEMY
Unchcked:
MF_SHOOTABLE.
The results:
Well, as Draykon pretty much said, running into the object causes damage... However, if you jump on top of the object, instead of causing more damage, it will cause you to bounce. Horribly so in some parts.
If somebody can find a work around for this it would be great.
I also tried setting the object with the attributes of a floor spike.
This resulted in the object dissappearing completely! :?
Super mystic sonic said:
Actually, I think you can make it a missile object. After all, missile can't be destroyed, and can hurt you even when rolling.
**Update.
After submitting this last post, I saw SMS's suggestion.
Sounds extremly plausable to me. I'll go ahead and give it a try.
Results will be posted shortly.
 
Darn, it didn't work.
The object responded like a regular scenery object with no damage.
I knew it sounded too good to be true.
Nice try SMS.
Hmmm, maybe I'm missing something.
Do I need to change some numbers in the Radius, Height, or Mass?
 
MF_MISSILE
MF_NOBLOCKMAP
MF_NOGRAVITY

will work, as long as the object is moving.

What you CAN do is use MF_FIRE/MF_SPECIAL, which will work in all cases except when the player has a fire shield...
 
SSNTails said:
MF_MISSILE
MF_NOBLOCKMAP
MF_NOGRAVITY

will work, as long as the object is moving.

HA! *looks at Ree-c grining*

.........*shot by SSNtails*

I love to use MF_FIRE to give a enemy a weakness. Already in SMS1095-COPYRIGHT! Wich means no making good enemies and saying "LOLZ, DIS IS ORIGNAL CUS HE HAS WEAKNES AND DATS FIRE SIHELD!1!11" My creation! ALL MINE!!! *shot again*
 
SSNTails said:
MF_MISSILE
MF_NOBLOCKMAP
MF_NOGRAVITY

will work, as long as the object is moving.

What you CAN do is use MF_FIRE/MF_SPECIAL, which will work in all cases except when the player has a fire shield...

Yeesh!
This worked just fine. Thanks SSNTails.
The odds of anyone having a fire shield and making
contact with this object at the same time are pretty slim.
So, I guess this will do just fine.
Back to question #1 though...
Is there anyway I can change the underwater color in XWE
or SOC Edit? I'm trying to avoid DoomBuilder for now.
You see, this will effect the default purple in THZ.
Also, sorry for the long pause before replying... I was upgrading
my PC. Yay! No more SOCK_Sends when hosting! ^^
 
Sorry, but there really isn't a default colormap. The only way you could replace the purple slime is by replacing the entire purple in the pallete.
 
Yeah, that's what I originally thought...
Well, I guess I better tackle DoomBuilder.
But, won't I have to copy the default maps into the
.wad using XWE to do this?
Or, can I just change the colormap setting and move that
into the .wad?
 
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