The "How do I..." Thread
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Re: The "How do I..." Thread
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
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
Re: The "How do I..." Thread
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...
-
- Posts: 5043
- Joined: Sun Nov 14, 2010 12:59 am
Re: The "How do I..." Thread
Not entirely sure, but it could be possible to do with [wiki]TERRAIN[/wiki].
Re: The "How do I..." Thread
Just a little feedback:Logan MTM wrote:Spoiler:
Re: The "How do I..." Thread
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.)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...
Re: The "How do I..." Thread
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!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.)
Re: The "How do I..." Thread
OK, but what are we supposed to do?Just a little feedback:
It can be done in a more simple way.
- SPLCHRLCRNG
- Posts: 23
- Joined: Sun Mar 03, 2013 3:14 am
- Location: the cave in my mind.
- Contact:
Re: The "How do I..." Thread
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
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.
Re: The "How do I..." Thread
Thanks for helping.cocka wrote:OK, but what are we supposed to do?Just a little feedback:
It can be done in a more simple way.
Sadly, to use your method, i need wait Graf Zaul update GZDoom to ZDoom 2.1.7.
And bring 3D Models back to!

Re: The "How do I..." Thread
Can you not use one of the latest Dev Builds
Re: The "How do I..." Thread
No 3D Models...
No idea why.
No idea why.

- TheRailgunner
- Posts: 1556
- Joined: Mon Jul 08, 2013 10:08 pm
Re: The "How do I..." Thread
How do I...
...make items that spawn things when used? Because I have this going on:
It's just that for whatever reason, I cannot use the item.
...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
Re: The "How do I..." Thread
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?Logan MTM wrote:No 3D Models...
No idea why.
- NeoSpearBlade
- Posts: 51
- Joined: Tue Mar 26, 2013 1:35 pm
Re: The "How do I..." Thread
Oh. Well, it may be added in the future.Gez wrote:No, it is not possible.
With the effect I'm trying to achieve, this is not possible.Gez wrote:Youu'd have to layer the sounds yourself in some audio editing software I suppose.
Well, I suppose context is everything, I guess.Gez wrote:Why do you want three different sounds to be played at once instead of one?
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.
-
- Posts: 5043
- Joined: Sun Nov 14, 2010 12:59 am
Re: The "How do I..." Thread
You should inherit from [wiki=classes:CustomInventory]CustomInventory[/wiki], not Inventory.TheRailgunner wrote:How do I...
...make items that spawn things when used? Because I have this going on:
It's just that for whatever reason, I cannot use the item.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