earthquakes ?

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Unreal_soldier
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earthquakes ?

Post by Unreal_soldier »

how do i make an earthquake in my level ?




plz help a newbie =) :roll: :?:
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Cyrez
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Post by Cyrez »

As stated many times here, the wiki is your friend :wink:

here is the page on radius quakes
Unreal_soldier
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thx

Post by Unreal_soldier »

yes indeed it is =) but you as well thx =) :wink:
Unreal_soldier
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fu*k im stupid

Post by Unreal_soldier »

i checked the Wiki and call me stupid but my enlish isnt wat it used too be


can you or someone else maybe explian ?
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Cutmanmike
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Post by Cutmanmike »

Radius_Quake (intensity, duration, damrad, tremrad, tid)

intensity: How much the screen will shake during the earthquake

duration: How long the earthquake lasts

damrad: How much damage the earthquake will have

tremrad: How far you can feel the earthquake

tid: The tag of the thing where the earthquake will appear.
Unreal_soldier
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i understand what it means but im not familiart in how to do

Post by Unreal_soldier »

anyone got a testmap on this just to help me out or maybe a link to a testmap ?



im totally new on making theese things i used to make normal doom maps so please help this stupid noob out :roll: :wink:
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Cyrez
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Re: i understand what it means but im not familiart in how t

Post by Cyrez »

Unreal_soldier wrote:anyone got a testmap on this just to help me out or maybe a link to a testmap ?



im totally new on making theese things i used to make normal doom maps so please help this stupid noob out :roll: :wink:
sure here ya go, just a quick 2 room example for you to look at 8)

RQuake
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Zeg-Vok
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Post by Zeg-Vok »

I've noticed it doesnt work when called through a Decorate Actor or weapon
Unreal_soldier
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THX CYREZ =)

Post by Unreal_soldier »

thanks =D



hmm how about ambient sounds how do they work got any sample map of that ?



thanks real mutch


i get it all about the earth quakes now =)
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chaoscentral
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Post by chaoscentral »

Well, in your SNDINFO Lump you would want this

Code: Select all

amb/motor                  BIKEPASS //This is just a normal sound declaration

//snd type  | id |  sound   | type | mode | (mode params) | Volume
  $ambient    1   amb/motor  world   random   15.0 45.0        75

After you have the basic definition, you place an Ambient Sound thing into your map. make sure the ambient sound thing matches with the id of the definition, for instance in this example you would use Ambient Sound 1 in Doom Builder.

That's really about all there is to it. The different types, modes, and mode params can be found Here
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solarsnowfall
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Post by solarsnowfall »

Zeg-Vok wrote:I've noticed it doesnt work when called through a Decorate Actor or weapon
Sure it does. I did it with the Arch Heinous, unless something's changed since then...
Unreal_soldier
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Thank you !

Post by Unreal_soldier »

thanks for all the help you guys are awsome thx =) 8) :!:
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Zeg-Vok
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Post by Zeg-Vok »

solarsnowfall wrote:
Zeg-Vok wrote:I've noticed it doesnt work when called through a Decorate Actor or weapon
Sure it does. I did it with the Arch Heinous, unless something's changed since then...
I implimented it in the same fashion before, but it just doesnt work, well, Its only worked once, and that was one time with the Arch Heinous. Otherwise it never works . . . for me
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Shinjanji
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Post by Shinjanji »

ACS_Execute(blablabla)?
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Zeg-Vok
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Post by Zeg-Vok »

Radius_Quake(shenanagins)
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