The "How do I..." Thread

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

Post by cocka »

Hi!

Is there a way to define a sound sequence for a perpetually moving polyobject with the following requirements:

If it starts moving then there would be no beginning sound but a continuous moving sound. But when it finishes its moving it should play an impact sound then a continuous moving sound again.

So something like this in a quasi pseudo language:

1. Start the moving sound and play it while the poly is moving
2. When it finishes its moving play the impact sound (polyobject restarts its moving)
3. Do the 1. step again
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Yholl
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Re: The "How do I..." Thread

Post by Yholl »

Is it possible for me to remap the damage type of a damaging sector? For instance, instead of Slime damage, I wanted the 20 damage dDamage_SuperHellslime to instead deal FloorLava damage, would this be possible? Or is there a way to cause the standard Doom lava texture to deal FloorLava damage, while not breaking compatibility with other mappacks? I have boots that are meant to have resistances to acid and lava, but all the damaging floors in Doom do Slime damage...
Blue Shadow
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Re: The "How do I..." Thread

Post by Blue Shadow »

Not entirely sure, but it could be possible to do with [wiki]TERRAIN[/wiki].
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Logan MTM
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Re: The "How do I..." Thread

Post by Logan MTM »

Logan MTM wrote:
Spoiler:
Just a little feedback:
DoorDetector.pk3
(846 Bytes) Downloaded 19 times
Door_Teste.wad
(4.6 KiB) Downloaded 22 times
Gez
 
 
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Re: The "How do I..." Thread

Post by Gez »

Yholl wrote:Is it possible for me to remap the damage type of a damaging sector? For instance, instead of Slime damage, I wanted the 20 damage dDamage_SuperHellslime to instead deal FloorLava damage, would this be possible? Or is there a way to cause the standard Doom lava texture to deal FloorLava damage, while not breaking compatibility with other mappacks? I have boots that are meant to have resistances to acid and lava, but all the damaging floors in Doom do Slime damage...
You could use TERRAIN to attach damage effects to certain textures, but that would be in addition to the damage effect from the sector type. You could use some [wiki]XLAT[/wiki] hack to remove damage sector types to compensate, but then you would not catch it when mappers used damaging sectors with non-standard floor textures. (Several vanilla examples can be found in The Shores of Hell: the inverted cross in E2M1, the lines of blue lamps in E2M2, the area in front of the demon face in E2M4, etc.)
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Yholl
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Re: The "How do I..." Thread

Post by Yholl »

Gez wrote: You could use TERRAIN to attach damage effects to certain textures, but that would be in addition to the damage effect from the sector type. You could use some [wiki]XLAT[/wiki] hack to remove damage sector types to compensate, but then you would not catch it when mappers used damaging sectors with non-standard floor textures. (Several vanilla examples can be found in The Shores of Hell: the inverted cross in E2M1, the lines of blue lamps in E2M2, the area in front of the demon face in E2M4, etc.)
Damn, I figured it would be something like that. I guess I'll have to cut down on the number of boots and have only a single resistance type. Thanks a bunch for the info!
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cocka
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Re: The "How do I..." Thread

Post by cocka »

Just a little feedback:
OK, but what are we supposed to do?

It can be done in a more simple way.
Door_Teste.wad
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SPLCHRLCRNG
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Re: The "How do I..." Thread

Post by SPLCHRLCRNG »

For Hexen, I'm trying to make a custom necromancer class, with a custom starting weapon. I *think* I'm doing everything right but I can't seem to get it working right because the character never has a weapon, despite that I think I set it up correctly. Even when I try to give the player the weapon during the game it seems to have no effect. Can anyone write me up a detailed tutorial on how to make custom Hexen classes with custom weapons so I can make sure not to miss a thing? I'm designing this while testing it on Zdoom (not GZDoom or Zandronum, yet)

Here are the decorate and mapinfo codes. Mind you it's not up to scratch yet; I just want the weapon to work properly before I work on it more.

The DECORATE
Spoiler:
The MAPINFO
Spoiler:
Thanks in advance.
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Logan MTM
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Re: The "How do I..." Thread

Post by Logan MTM »

cocka wrote:
Just a little feedback:
OK, but what are we supposed to do?

It can be done in a more simple way.
Door_Teste.wad
Thanks for helping.

Sadly, to use your method, i need wait Graf Zaul update GZDoom to ZDoom 2.1.7.

And bring 3D Models back to! 8-)
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Mikk-
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Re: The "How do I..." Thread

Post by Mikk- »

Can you not use one of the latest Dev Builds
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Logan MTM
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Re: The "How do I..." Thread

Post by Logan MTM »

No 3D Models...

No idea why. :(
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TheRailgunner
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Re: The "How do I..." Thread

Post by TheRailgunner »

How do I...

...make items that spawn things when used? Because I have this going on:

Code: Select all

ACTOR TheBox : Inventory replaces Blursphere
{
	Inventory.Amount 1
	Inventory.MaxAmount 100
	Inventory.InterHubAmount 100
	+INVENTORY.FANCYPICKUPSOUND
	+INVENTORY.INVBAR
	+INVENTORY.PERSISTENTPOWER
	Inventory.PickupSound "weapons/pistol/clipslap"
	Inventory.UseSound "weapons/BFG/beep"
	Inventory.Pickupmessage "Picked up..THE BOX."
	Inventory.Icon "9BOXB0"
	States
	{
	Spawn:
		9BOX A -1
		Stop
	Use:
		TNT1 A 0 A_SpawnItem("BoxSpawner", 120)
      Stop
It's just that for whatever reason, I cannot use the item.
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Enjay
 
 
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Re: The "How do I..." Thread

Post by Enjay »

Logan MTM wrote:No 3D Models...

No idea why. :(
Models are still working for me. They have definitely not been removed or stopped working. Perhaps there is something wrong with how you have set up your models that was tolerated by GZDoom before but not now?
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NeoSpearBlade
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Re: The "How do I..." Thread

Post by NeoSpearBlade »

Gez wrote:No, it is not possible.
Oh. Well, it may be added in the future.
Gez wrote:Youu'd have to layer the sounds yourself in some audio editing software I suppose.
With the effect I'm trying to achieve, this is not possible.
Gez wrote:Why do you want three different sounds to be played at once instead of one?
Well, I suppose context is everything, I guess.

Firstly, my main sound mod that I load everytime is based on Call of Duty and it's weapons and zombie sounds.

I found a folder full of CoD SFXs* and in it, the firing sounds of a Abrams 120 tank (according to the folder name). It has 3 sounds, 1 for when you're close when it fires and 2 for when you're a certain distance away when it fires.**

I use The Mancubus as an example because his firing sounds are what I want to modify with these ones.

Using $rolloff, I set the close one to roll off sooner than the certain distance away ones, making the effect that when The Mancubus fires at you and he's far away, you'd hear the distance one and letting you know that there's a Mancubus trying to snipe at you. Plus, the sound matches the look of The Mancubus' cannons, which are big and his fireballs deal a lot of damage.


Open to reveal additional information for the asterisks.
Spoiler:

Last edited by NeoSpearBlade on Wed Nov 04, 2015 8:15 pm, edited 1 time in total.
Blue Shadow
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Re: The "How do I..." Thread

Post by Blue Shadow »

TheRailgunner wrote:How do I...

...make items that spawn things when used? Because I have this going on:

Code: Select all

ACTOR TheBox : Inventory replaces Blursphere
{
	Inventory.Amount 1
	Inventory.MaxAmount 100
	Inventory.InterHubAmount 100
	+INVENTORY.FANCYPICKUPSOUND
	+INVENTORY.INVBAR
	+INVENTORY.PERSISTENTPOWER
	Inventory.PickupSound "weapons/pistol/clipslap"
	Inventory.UseSound "weapons/BFG/beep"
	Inventory.Pickupmessage "Picked up..THE BOX."
	Inventory.Icon "9BOXB0"
	States
	{
	Spawn:
		9BOX A -1
		Stop
	Use:
		TNT1 A 0 A_SpawnItem("BoxSpawner", 120)
      Stop
It's just that for whatever reason, I cannot use the item.
You should inherit from [wiki=classes:CustomInventory]CustomInventory[/wiki], not Inventory.
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