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earthquakes ?
Posted: Sun Jul 16, 2006 16:09
by Unreal_soldier
how do i make an earthquake in my level ?
plz help a newbie =)

Posted: Sun Jul 16, 2006 22:22
by Cyrez
As stated many times here, the wiki is your friend
here is the page on radius quakes
thx
Posted: Mon Jul 17, 2006 13:42
by Unreal_soldier
yes indeed it is =) but you as well thx =)

fu*k im stupid
Posted: Mon Jul 17, 2006 13:46
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 ?
Posted: Mon Jul 17, 2006 13:59
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.
i understand what it means but im not familiart in how to do
Posted: Mon Jul 17, 2006 19:05
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

Re: i understand what it means but im not familiart in how t
Posted: Mon Jul 17, 2006 21:28
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

sure here ya go, just a quick 2 room example for you to look at
RQuake
Posted: Mon Jul 17, 2006 22:22
by Zeg-Vok
I've noticed it doesnt work when called through a Decorate Actor or weapon
THX CYREZ =)
Posted: Tue Jul 18, 2006 2:34
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 =)
Posted: Tue Jul 18, 2006 2:38
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
Posted: Tue Jul 18, 2006 2:42
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...
Thank you !
Posted: Tue Jul 18, 2006 4:28
by Unreal_soldier
thanks for all the help you guys are awsome thx =)

Posted: Tue Jul 18, 2006 21:11
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
Posted: Wed Jul 19, 2006 2:33
by Shinjanji
ACS_Execute(blablabla)?
Posted: Thu Jul 20, 2006 19:37
by Zeg-Vok
Radius_Quake(shenanagins)