The "How do I..." Thread

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Re: The "How do I..." Thread

Postby Arch » Sat Aug 18, 2012 2:30 pm

zrrion the insect wrote:You'd have to spawn a dummy actor and make give that actor the light you want.

I tried that, but I don´t really know how to give a dinamic light to an actor, how do I do that?
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Re: The "How do I..." Thread

Postby Xtyfe » Sat Aug 18, 2012 2:31 pm

You don't give them to actors, you give them to sprites using GLDEFS
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Re: The "How do I..." Thread

Postby NeuralStunner » Sat Aug 18, 2012 2:43 pm

Zombieguy wrote:I can press the reload key I defined to reload manually. But the weapon doesn't automatically reload once the bullets in the clip run out.
Read more about the 0 case for A_JumpIfInventory.
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Re: The "How do I..." Thread

Postby Zombieguy » Sat Aug 18, 2012 3:01 pm

It still refuses to reload once it's out of ammo. And I discovered that if I comment out the A_TakeInventory line in the fire state, the thing doesn't even use any ammo. Not even if I set its Weapon.AmmoUse to 1.
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Re: The "How do I..." Thread

Postby BloodyAcid » Sat Aug 18, 2012 4:27 pm

How do I quickly and effectively perform a mass removal of unused textures?
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Re: The "How do I..." Thread

Postby Ravick » Sat Aug 18, 2012 6:11 pm

ChronoSeth wrote:
amv2k9 wrote:
Ravick wrote:I vaguely remember seeing a "DIALOGUE" tab in DoomBuilder2 script editor sometimes, but it does'nt appears here anymore. Is there where I writhe the dialog scrpits? Or I have to do it in a text/lump editor and then compile it as a lump? And I see that there is now a USDF and a ZSDF dialog formats. I don't know what to use (nor what is the practical difference) . I'm making my maps in Gzdoom in UDMF, does this interfere with the dialog format to choose?
Bingo. You use USDC to compile it. Not dissimilar from typing up and compiling an ACS script.

Keep in mind that USDF doesn't have to be compiled to be used with ZDoom, and I don't think ZSDF even has a compiler. ZSDF and USDF have the same syntax, except that ZSDF uses actor names rather than ConversationIDs.


Oh, thats good to know. But so where do I write these scripts? Lump SCRIPT00 is only for compiled scripts or could I write them there?
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Re: The "How do I..." Thread

Postby ledillman » Sat Aug 18, 2012 6:57 pm

I just made that Keyconf clearing player class and added the code to replace the pistol with my rifle, but i get this error when testing.

Code: Select allExpand view
Script error, "SomoFuAlphaE1M1da2y.wad:DECORATE" line 13:
"inventory.pickupmessage" requires an actor of type "Inventory"


And this:

Code: Select allExpand view
Execution could not continue.

Script error, "SomoFuAlphaE1M1da2y.wad:DECORATE" line 13:
Unexpected 'You got the Rifler' in definition of 'Rifler'
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Re: The "How do I..." Thread

Postby Ravick » Sat Aug 18, 2012 7:05 pm

Hum... could you post the code? If you keep the zdoom player class it does not happen?
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Re: The "How do I..." Thread

Postby BloodyAcid » Sat Aug 18, 2012 10:11 pm

How do I make an ACS script that fades to black and back (somewhat like slow blinking)? This code somewhat works, except it fades to a bright white instead of back to normal. Also, what does the int amount do?

Code: Select allExpand view
#include "zcommon.acs"

script 1 ENTER
{
     fadeto(0, 0, 0, 1.0, 0.6); //fades to black in 0.6 seconds
     delay(35);
     fadeto(255, 255, 255, 0.0, 0.6); //bam, a bright white fade instead of back to normal
     delay(35);
     fadeto(0, 0, 0, 1.0, 1.0);
     delay(35);
     fadeto(255, 255, 255, 0.0, 0.6);
}


All help is appreciated. Thanks in advance!
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Re: The "How do I..." Thread

Postby Blue Shadow » Sat Aug 18, 2012 10:22 pm

Use black (0, 0, 0) instead of white (255, 255, 255).
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Re: The "How do I..." Thread

Postby BloodyAcid » Sat Aug 18, 2012 11:10 pm

Blue Shadow wrote:Use black (0, 0, 0) instead of white (255, 255, 255).

Thanks! That did the trick.
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Re: The "How do I..." Thread

Postby ibm5155 » Sun Aug 19, 2012 7:59 am

Well, it´s pocible to know the size of a picture like a image font ingame? like 640x480, 800x600... This would be for my scaling image function...
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Re: The "How do I..." Thread

Postby TerminusEst13 » Sun Aug 19, 2012 5:21 pm

Is it possible to have a Fullscreen HUD have the same "everything on screen moves up slightly to make way for the bar on bottom" effect a normal HUD have?

I'm thinking of making three different HUDs, one for Normal, Fullscreen, and None, but I'm curious if it's possible to make a Fullscreen HUD act like Normal.
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Re: The "How do I..." Thread

Postby NeuralStunner » Sun Aug 19, 2012 5:30 pm

No. That's why it's "fullscreen".

Also I would avoid modifying the "None" option, personally.
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Re: The "How do I..." Thread

Postby BloodyAcid » Sun Aug 19, 2012 5:54 pm

How do I use ACS to change the player's POV to pan left and right? Sort of like looking left and right.
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