Polyobject_Sliding door sound problem!
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Polyobject_Sliding door sound problem!
Hi.
I'd like to define opening and closing sliding door sound. Note I want to define two different sounds one for opening and the second one for closing.
I need your help I've lost so many hours trying to figure this out but no luck.
I'd like to define opening and closing sliding door sound. Note I want to define two different sounds one for opening and the second one for closing.
I need your help I've lost so many hours trying to figure this out but no luck.
Re: Polyobject_Sliding door sound problem!
You have to define the door opening and door closing sequences separately in SNDSEQ and then combine them using the syntax for a multiple sound sequence.
eg you might want something like this for the open and close sounds. These are just copies of the Doom fast door sounds so you might want to change them for your own sounds.
and then you combine them using
See how I gave that last bit of code the number 21 (pick a number that is suitable for your needs - eg the first free sequence number you have available)? Use the number (21 in the case of the example) as the sound argument on the poly start line.
I repeated the entries twice because I only want the sequence to play the fast/blazing sound. If you want it to play one sound if moving slowly and another when moving quickly, look at the example on the wiki [wiki]SNDSEQ[/wiki] page (near the bottom). The different speed detection works on normal doors but I have never tried to check that it also works on polyobjects.
eg you might want something like this for the open and close sounds. These are just copies of the Doom fast door sounds so you might want to change them for your own sounds.
Code: Select all
:DoorOpenBlazingCaleb
play doors/dr2_open
nostopcutoff
end
:DoorCloseBlazingCaleb
play doors/dr2_clos
nostopcutoff
end
Code: Select all
[DoorNormalCaleb
DOOR 21
PLATFORM 21
0 DoorOpenBlazingCaleb
1 DoorCloseBlazingCaleb
2 DoorOpenBlazingCaleb
3 DoorCloseBlazingcaleb
]
I repeated the entries twice because I only want the sequence to play the fast/blazing sound. If you want it to play one sound if moving slowly and another when moving quickly, look at the example on the wiki [wiki]SNDSEQ[/wiki] page (near the bottom). The different speed detection works on normal doors but I have never tried to check that it also works on polyobjects.
Re: Polyobject_Sliding door sound problem!
Thanks!!!
Works like a charm.
I've got one more question.
How to scale down PNG. sprites (weapon)? Decorate doesn't work with hud weapons as far as I know.
Works like a charm.
I've got one more question.
How to scale down PNG. sprites (weapon)? Decorate doesn't work with hud weapons as far as I know.
- Ed the Bat
- Posts: 3060
- Joined: Thu May 03, 2012 1:18 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Maryland, US
- Contact:
Re: Polyobject_Sliding door sound problem!
You can use TEXTURES, but it might take some trial-and-error to get the offsets right. That's what I did to make my hi-rez weapon images.Caleb26 wrote: How to scale down PNG. sprites (weapon)? Decorate doesn't work with hud weapons as far as I know.
Re: Polyobject_Sliding door sound problem!
Well I did like you told me to but now I can't see my weapon sprites at all.
Here's an example.
sprite MG42A0, 150, 150
{
xscale 0.7
yscale 0.7
offset 48,90
}
Here's an example.
sprite MG42A0, 150, 150
{
xscale 0.7
yscale 0.7
offset 48,90
}
- Ed the Bat
- Posts: 3060
- Joined: Thu May 03, 2012 1:18 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Maryland, US
- Contact:
Re: Polyobject_Sliding door sound problem!
For one, 0.7 will make them larger. You said you wanted them scaled down. That's up.
Beyond that, you haven't even put a graphic in that texture definition, so of course nothing will be visible.
Beyond that, you haven't even put a graphic in that texture definition, so of course nothing will be visible.
Re: Polyobject_Sliding door sound problem!
MG42A0 is the name of the first weapon sprite. I don't want to replace any graphic I just want to scale down MG42A0 B0 C0 D0 and E0.PNG
- Ed the Bat
- Posts: 3060
- Joined: Thu May 03, 2012 1:18 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Maryland, US
- Contact:
Re: Polyobject_Sliding door sound problem!
Well unless you put a patch in the texture definition, the texture is going to be empty.
Re: Polyobject_Sliding door sound problem!
Code: Select all
sprite MG42A0, 150, 150
{
xscale 1.4
yscale 1.4
offset 48,90
patch MG42A0, 0, 0 {}
}
Re: Polyobject_Sliding door sound problem!
It works! Thank you all!