The "How do I..." Thread
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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
I'm attempting to create a playerclass based on mario, and I'm trying to make it so when the player stops running, it scoots a few inches like in mario 3. I have all the sprites, just need help with this. Any advice?
- TheMightyHeracross
- Posts: 2100
- Joined: Sun Aug 18, 2013 9:41 am
- Location: Philadelphia, PA
Re: The "How do I..." Thread
I made a resource for this under my old name Isaacjedi5 that I moved to my resource thread here that IMO is neater and easier to read than the one Enjay linked to.Thel wrote:how do i do a combo lock door like in duke3D (3 switches)? can someone expert on acs help me?
Although it doesn't have the randomly switching to a different combination on startup.
EDIT: New page, so post quoted.
- cortlong50
- Posts: 753
- Joined: Mon Jun 24, 2013 7:12 pm
- Location: UT-WA
Re: The "How do I..." Thread
I have a question.
It's kind of a funky one and mildly self explanatory but I want opinions.
My mod (operation inhuman) kinda runs like poop. I get around 120 with accessories to murder and like 50 or so with pfenh.
Yet for some reason my mod only allows like 35-45 at the most.
Now it runs a lot of particles and dynamic lights and all that but even just standing thre it is killing my frames. Even indoor staring at a wall.
So I have a question. My decorate coding is a mess and my effects lump is an even bigger mess. But at the same time. WHen nothing is happening (I get why it bogs when shit hits the fan) why am I having such poor performance?keep in mind it's a build off of rga that kind of run on top of brutal doom. But even brutal I get around 50. And pfenh is around the same.
Any ideas? On a good rig it's run fine but for some reason when I played hellbound it beat my computer to hell.
Is it bad optimization (or lack thereof would be a better way to word it) or is it just script heavy and not really good on lower end computers?
Any ideas would be great.
It's kind of a funky one and mildly self explanatory but I want opinions.
My mod (operation inhuman) kinda runs like poop. I get around 120 with accessories to murder and like 50 or so with pfenh.
Yet for some reason my mod only allows like 35-45 at the most.
Now it runs a lot of particles and dynamic lights and all that but even just standing thre it is killing my frames. Even indoor staring at a wall.
So I have a question. My decorate coding is a mess and my effects lump is an even bigger mess. But at the same time. WHen nothing is happening (I get why it bogs when shit hits the fan) why am I having such poor performance?keep in mind it's a build off of rga that kind of run on top of brutal doom. But even brutal I get around 50. And pfenh is around the same.
Any ideas? On a good rig it's run fine but for some reason when I played hellbound it beat my computer to hell.
Is it bad optimization (or lack thereof would be a better way to word it) or is it just script heavy and not really good on lower end computers?
Any ideas would be great.
- cortlong50
- Posts: 753
- Joined: Mon Jun 24, 2013 7:12 pm
- Location: UT-WA
Re: The "How do I..." Thread
Also I've been making music for doom maps.
Yet my sound is way lower than every other song I can find.
Any way to bump up the sound? They're midi of course.
Yet my sound is way lower than every other song I can find.
Any way to bump up the sound? They're midi of course.
Re: The "How do I..." Thread
It's simple. Use an array to store the states of the switches and another one for storing the correct solution. (you can also use 2D arrays, if you want) Then check on each press whether all of your elements in the array are equal to the array values stored in the "correct solution" array.how do i do a combo lock door like in duke3D (3 switches)? can someone expert on acs help me?
You can use boolean array where false means the button isn't pressed, true means it is pressed.
Re: The "How do I..." Thread
How do I let a Master check the health of its child?
- NeoSpearBlade
- Posts: 51
- Joined: Tue Mar 26, 2013 1:35 pm
Re: The "How do I..." Thread
I have an update for one of my previous questions.
So after hours looking around, reading multiple sections in the wikia and testing whatever I found, I managed to get this working, somewhat. Here's the relevant code:
If you want to see comparison shots, open the spoiler below. Otherwise, continue on.
1. No sound is played when the plasma balls are fired from the weapon, even though they should play. I think it's because it's being fired through RandomSpawner but I'm not sure.
2. AutoAim is affecting this firing mode. I want to make it so that the main fire has autoaim and the alt fire (which is the Press Release) doesn't.
So after 45 minutes, I created a workaround:
With this code, I get the sound I was missing by firing invisible balls that play the sound alongside the main balls but I set them up so that the invisible sound balls don't cause any damage. It works but I don't want to use the workaround. The code's too repetitive for my tastes and it doesn't fix the autoaim that's still happening.
Does anyone know why my recreation code doesn't play the sound? Also, how do I temporally turn off autoaim for the alt fire, like the original?
Essentially, what I meant to say in that post (I wonder why I didn't just say it then) is that I want to recreate the firing code of the BFG9000 Press Release in a modifiable form.NeoSpearBlade wrote:4. The Pistol, the Shotgun, the Super Shotgun, the Chaingun and the Rocket Launcher has predetermined hardcoded parameters that the game loads when it reads A_FirePistol, A_FireShotgun, A_FireShotgun2, A_FireCGun and A_FireMissle, respectively. The code's equivalent of those parameters are listed in the wikia, which helps me a lot with my weapon editing. However, while it's easy to determine the equivalent for the Plasma Rifle* and the BFG9000**, there is no such equivalent for the BFG9000 Press Release. I just played around with A_FireCustomMissile and while useful, I don't see a command to recreate the slightly random spread it has in the default. Can anyone help?
So after hours looking around, reading multiple sections in the wikia and testing whatever I found, I managed to get this working, somewhat. Here's the relevant code:
Code: Select all
ACTOR NSBBFG9000 : NSBDoomWeapon replaces BFG9000
{
States
{
AltFire:
BFGG A 0 A_BFGsound
BFGG A 30 A_GunFlash
BFGG AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG C 0 A_Light0
BFGG C 20 A_ReFire
BFGG A 10
Goto Ready
}
}
ACTOR PressReleaseBFGPlasmaBallRandom : RandomSpawner
{
DropItem "PressReleaseBFGPlasmaBallGreen", 255, 1
DropItem "PressReleaseBFGPlasmaBallRed", 255, 1
}
ACTOR PressReleaseBFGPlasmaBallGreen : PressReleaseBFGPlasmaBallBase replaces PlasmaBall1
{
Damage 4
decal GreenPlasmaScorch
BounceType "Classic"
BounceFactor 1.0
Obituary "$OB_MPBFG_MBF"
States
{
Spawn:
PLS1 AB 6 Bright
Loop
Death:
PLS1 CDEFG 4 Bright
Stop
}
}
ACTOR PressReleaseBFGPlasmaBallRed : PressReleaseBFGPlasmaBallBase replaces PlasmaBall2
{
Damage 4
decal RedPlasmaScorch
BounceType "Classic"
BounceFactor 1.0
Obituary "$OB_MPBFG_MBF"
States
{
Spawn:
PLS2 AB 6 Bright
Loop
Death:
PLS2 CDE 4 Bright
Stop
}
}
Spoiler:However, this code has 2 bugs.
1. No sound is played when the plasma balls are fired from the weapon, even though they should play. I think it's because it's being fired through RandomSpawner but I'm not sure.
2. AutoAim is affecting this firing mode. I want to make it so that the main fire has autoaim and the alt fire (which is the Press Release) doesn't.
So after 45 minutes, I created a workaround:
Code: Select all
ACTOR NSBBFG9000 : NSBDoomWeapon replaces BFG9000
{
States
{
AltFire:
BFGG A 0 A_BFGsound
BFGG A 30 A_GunFlash
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),0,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallRandom",frandom(-7.5,7.5),1,0,0,0,frandom(-9.0,9.0))
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 0 A_FireCustomMissile ("PressReleaseBFGPlasmaBallSound",0,0,0,0,0,0)
BFGG A 1
BFGG C 0 A_Light0
BFGG C 20 A_ReFire
BFGG A 10
Goto Ready
}
}
ACTOR PressReleaseBFGPlasmaBallRandom : RandomSpawner
{
DropItem "PressReleaseBFGPlasmaBallGreen", 255, 1
DropItem "PressReleaseBFGPlasmaBallRed", 255, 1
}
ACTOR PressReleaseBFGPlasmaBallGreen : PressReleaseBFGPlasmaBallBase replaces PlasmaBall1
{
Damage 4
decal GreenPlasmaScorch
BounceType "Classic"
BounceFactor 1.0
Obituary "$OB_MPBFG_MBF"
States
{
Spawn:
PLS1 AB 6 Bright
Loop
Death:
PLS1 CDEFG 4 Bright
Stop
}
}
ACTOR PressReleaseBFGPlasmaBallRed : PressReleaseBFGPlasmaBallBase replaces PlasmaBall2
{
Damage 4
decal RedPlasmaScorch
BounceType "Classic"
BounceFactor 1.0
Obituary "$OB_MPBFG_MBF"
States
{
Spawn:
PLS2 AB 6 Bright
Loop
Death:
PLS2 CDE 4 Bright
Stop
}
}
ACTOR PressReleaseBFGPlasmaBallSound : PressReleaseBFGPlasmaBallBase
{
Damage 0
BounceType "Classic"
BounceFactor 1.0
Obituary "$OB_MPBFG_MBF"
States
{
Spawn:
TNT1 A 1000 A_PlaySound ("weapons/plasmagf", 2)
Stop
Death:
TNT1 A 0 Bright
Stop
}
}
Does anyone know why my recreation code doesn't play the sound? Also, how do I temporally turn off autoaim for the alt fire, like the original?
- The Zombie Killer
- Posts: 1528
- Joined: Thu Jul 14, 2011 12:06 am
- Location: Gold Coast, Queensland, Australia
Re: The "How do I..." Thread
In case you didn't know, the BFG's code in zdoom.pk3 has the Press Release Beta's BFG recreated in the "OldFire" (I think that's what it's named) state
So, for a simple way to emulate the BFG, do this:
EDIT: I'm an idiot, I didn't read your question properly
So, for a simple way to emulate the BFG, do this:
EDIT: I'm an idiot, I didn't read your question properly
Code: Select all
ACTOR BFG9000_PRBeta : BFG9000 replaces BFG9000
{
States
{
Fire:
Goto Super::OldFire
}
}
Last edited by The Zombie Killer on Thu Dec 19, 2013 8:28 pm, edited 1 time in total.
Re: The "How do I..." Thread
I don't see a SeeSound defined for the projectiles.NeoSpearBlade wrote:Does anyone know why my recreation code doesn't play the sound?
- The Zombie Killer
- Posts: 1528
- Joined: Thu Jul 14, 2011 12:06 am
- Location: Gold Coast, Queensland, Australia
Re: The "How do I..." Thread
Ignore what I said above, just define a SeeSound for the projectiles, that's how it's handled in the projectiles defined in the pk3 files.
EDIT: Ninja'd
EDIT2: How's this:
Decorate:
Required ACS:
EDIT: Ninja'd
You can solve this with a really hacky method, lemme see if I can prepare an example (warning: requires ACS)AutoAim is affecting this firing mode. I want to make it so that the main fire has autoaim and the alt fire (which is the Press Release) doesn't.
EDIT2: How's this:
Decorate:
Code: Select all
// Decorate
ACTOR NSBBFG9000 : NSBDoomWeapon replaces BFG9000
{
States
{
AltFire:
TNT1 A 0 ACS_NamedExecuteAlways("BFGAlt", 0)
Goto Ready
}
}
ACTOR BFGAltFiring : Inventory
{
Inventory.MaxAmount 1
}
ACTOR PressReleaseBFGPlasmaBallRandom : RandomSpawner
{
DropItem "PressReleaseBFGPlasmaBallGreen", 255, 1
DropItem "PressReleaseBFGPlasmaBallRed", 255, 1
}
ACTOR PressReleaseBFGPlasmaBallGreen : PressReleaseBFGPlasmaBallBase replaces PlasmaBall1
{
Damage 4
decal GreenPlasmaScorch
BounceType "Classic"
BounceFactor 1.0
Obituary "$OB_MPBFG_MBF"
States
{
Spawn:
PLS1 AB 6 Bright
Loop
Death:
PLS1 CDEFG 4 Bright
Stop
}
}
ACTOR PressReleaseBFGPlasmaBallRed : PressReleaseBFGPlasmaBallBase replaces PlasmaBall2
{
Damage 4
decal RedPlasmaScorch
BounceType "Classic"
BounceFactor 1.0
Obituary "$OB_MPBFG_MBF"
States
{
Spawn:
PLS2 AB 6 Bright
Loop
Death:
PLS2 CDE 4 Bright
Stop
}
}
ACTOR BFGAltWeapon : NSBBFG9000
{
+NOAUTOAIM
States
{
Select:
TNT1 A 1 A_Raise
Wait
Deselect:
TNT1 A 1 A_Lower
Wait
Ready:
BFGG A 0 A_BFGsound
BFGG A 30 A_GunFlash
BFGG AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FireCustomMissile("PressReleaseBFGPlasmaBallRandom", frandom(-7.5,7.5), 1, 0, 0, 0, frandom(-9.0, 9.0))
BFGG C 0 A_Light0
BFGG C 20 A_WeaponReady(WRF_NOBOB|WRF_NOSWITCH|WRF_NOPRIMARY)
BFGG A 10
BFGG A 0 A_TakeInventory("BFGAltFiring", 1)
Goto IdleLoop
IdleLoop:
"####" "#" 1
Loop
Fire:
AltFire:
Goto Ready
}
}
Code: Select all
// ACS
#library "mainlib"
#include "zcommon.acs"
// Defines
// Scripts
Script "BFGAlt" (void)
{
str weapon = GetWeapon();
if (StrICmp(weapon, "BFGAltWeapon"))
{
SetPlayerProperty(0, 1, PROP_INSTANTWEAPONSWITCH);
GiveInventory("BFGAltWeapon", 1);
GiveInventory("BFGAltFiring", 1);
SetWeapon("BFGAltWeapon");
While (CheckInventory("BFGAltFiring"))
Delay(1);
SetWeapon(weapon);
TakeInventory("BFGAltWeapon", 1);
Delay(3);
SetPlayerProperty(0, 0, PROP_INSTANTWEAPONSWITCH);
}
}
// Functions
Re: The "How do I..." Thread
How i do to make a voxel?
Im trying to make a drivable voxel of a jeep but i dont know anything!!
Here is the model:
http://tf3dm.com/3d-model/jeep-87518.html
Can someone show me how to make this?
Indeed Thanks.
Im trying to make a drivable voxel of a jeep but i dont know anything!!
Here is the model:
http://tf3dm.com/3d-model/jeep-87518.html
Can someone show me how to make this?
Indeed Thanks.
- TheMightyHeracross
- Posts: 2100
- Joined: Sun Aug 18, 2013 9:41 am
- Location: Philadelphia, PA
Re: The "How do I..." Thread
That's a model, not a voxel.
And that model type is not supported by (G)ZDoom, so you cannot use it.
If you do use voxels: [wiki]VOXELDEF[/wiki]
And that model type is not supported by (G)ZDoom, so you cannot use it.
If you do use voxels: [wiki]VOXELDEF[/wiki]
Re: The "How do I..." Thread
Tell me again how you cannot use it...TheMightyHeracross wrote:And that model type is not supported by (G)ZDoom, so you cannot use it.


OK, it's not a neat conversion because the original model is far too complicated for the MD3 format but it can be broken up into separate models. Anyone with a modelling program that supports any of the formats in the original RAR (and there are a few) should be able to convert it to a GZDoom compatible model - and probably do it more neatly than this quick hack job.
Re: The "How do I..." Thread
Heck, you can even convert it to voxels. 

Re: The "How do I..." Thread
Hey Enjay can you tell me how do you do that?
Would be awesome!!
Thanks.
(NOTE: Can i download that voxel you made i need to examinate the decorate)
Would be awesome!!
Thanks.
(NOTE: Can i download that voxel you made i need to examinate the decorate)