The "How do I..." Thread
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- SouthernLion
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Re: The "How do I..." Thread
How do you get custom weapons to show an ammo icon by the #? Like in full screen view by the ammo counter. I looked everywhere on the wiki
- cortlong50
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Re: The "How do I..." Thread
Thanks for the reply again haha.
Yeah dude the one that appear on horizontal planes.
And by translucent I mean you can kind of see them but they are still really transparent. Like you can see the ground underneath the decal. Like they're really see through as opposed to opaque. In talking about blood and I can see through the blood on the ground. In fact it's barely visible.
Yeah dude the one that appear on horizontal planes.
And by translucent I mean you can kind of see them but they are still really transparent. Like you can see the ground underneath the decal. Like they're really see through as opposed to opaque. In talking about blood and I can see through the blood on the ground. In fact it's barely visible.
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Re: The "How do I..." Thread
Sounds cool, but that's not turn-off-able. :c Oh well, thanks for your time anyhow. I'll just have to revisit this sometime down the line.Nash wrote:The only way I can think of is to spawn a dummy, invisible, unkillable and non-interactive monster in its place in the Spawn state.
I hadn't messed with the rotfish for a few days, but going back to it it's still flying around. >:C I have to know what's wrong here, the chase_water dummy inventory thing WORKS on the frickin' shark, but my rotfish just chooses to ignore it for some reason. I don't even have anything to roll it back to because both the swimming and the rotfish work on their own (other than flying, it's a perfectly normal monster with no issues whatsoever), but not together. There's no typos in the script, GZDoom doesn't give me any error warnings or anything. I have no clue where I'm supposed to be looking for an answer because, again, none of the pieces are broken on their own.
Here's the decorate if anyone wants to take a look:
Code: Select all
ACTOR Fish 30041
{
Health 25
Radius 10
Height 10
Mass 99999999
Speed 16
PainChance 255
Monster
+FLOORCLIP
+NOGRAVITY
+FLOAT
SeeSound "fish/idle"
ActiveSound "fish/idle"
PainSound "fish/idle"
DeathSound "fish/death"
States
{
Spawn:
TNT1 A 0
SWIM ABCDEFGHIJKLMNOPQR 9 A_Look
Loop
See:
SWIM CEGIKMOQ 4 A_GiveInventory("Chase_Water",1)
Loop
Melee:
FISH ABC 3 A_FaceTarget
FISH DE 2 A_CustomMeleeAttack(random(2,6),"fish/bite")
FISH FGHI 2
FISH JK 2 A_CustomMeleeAttack(random(2,6),"fish/bite")
FISH LMNO 2
FISH PQ 2 A_CustomMeleeAttack(random(2,6),"fish/bite")
FISH RS 2
goto See
Pain:
PAIN ABC 3 A_ChangeFlag("NOPAIN",1)
PAIN DEF 3 A_Pain
PAIN GHI 3 A_ChangeFlag("NOPAIN",0)
goto See
Death:
DEAD AB 2 A_ChangeFlag("NOPAIN",1)
DEAD CDE 3 A_ScreamAndUnblock
DEAD FGHIJKLMNOPQRSTU 8
DEAD U -1
Stop
}
}
Actor Chase_Water : CustomInventory
{
Inventory.MaxAmount 0
+Inventory.AutoActivate
States
{
Spawn:
TNT1 A 1
Fail
Use:
TNT1 A 0 A_jumpif(waterlevel < 3, "Waterlimit")
TNT1 A 0 A_Chase
Stop
Waterlimit:
TNT1 A 0 ThrustThingZ(0, 4, 1, 1)
TNT1 A 0 A_Chase
Stop
}
}
This stupid flying fish, though... no idea. ( .__.)
- zrrion the insect
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Re: The "How do I..." Thread
Is there a way to refer to sectors by a user field (user_stuff) in place of referring to them by the sector tag?
I'd like to do something similar to Light_ChangeToValue(tag,value); but in place of tag have it be Light_ChangeToValue(User_LightFixtureID,value);
I'd like to do something similar to Light_ChangeToValue(tag,value); but in place of tag have it be Light_ChangeToValue(User_LightFixtureID,value);
- Jekyll Grim Payne
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Re: The "How do I..." Thread
If you want to change the ammo icon, you need to replace the respective ammo Actor (e.g. [wiki]Clip[/wiki] for Pistol) and define the desired sprite through its Inventory.Icon property.RexS wrote:How do you get custom weapons to show an ammo icon by the #? Like in full screen view by the ammo counter. I looked everywhere on the wiki
A partially translucent 3d model? That's weird, AFAIK model translucency can't be connected to DECORATE or MODELDEF, It has to be connected to the skin itself. Like if it's a png, I guess it can be made to make the model appear partially translucent.cortlong50 wrote:Thanks for the reply again haha.
Yeah dude the one that appear on horizontal planes.
And by translucent I mean you can kind of see them but they are still really transparent. Like you can see the ground underneath the decal. Like they're really see through as opposed to opaque. In talking about blood and I can see through the blood on the ground. In fact it's barely visible.
- NeoSpearBlade
- Posts: 51
- Joined: Tue Mar 26, 2013 1:35 pm
Re: The "How do I..." Thread
I'm back with an update.
Because I was starting to get impatient, I decided to pause my progress on Plutonia: Revisited to test some new codes and solve my problem. Before I started, I made sure to make a copy PK3 of my gun mod to work on it.
Script error, "CustWeapModCoDTest.pk3:decorate" line 882:
"WEAPON.NOAUTOAIM" is an unknown flag
I also put the flag under PressReleaseBFGPlasmaBallRandom but I got the same result, which leads me to my next point:
Because I was starting to get impatient, I decided to pause my progress on Plutonia: Revisited to test some new codes and solve my problem. Before I started, I made sure to make a copy PK3 of my gun mod to work on it.
Well, I did as I said; I added the weapon flag under PressReleaseBFGPlasmaBallBase and I launched the game. It crashed and I got this error message:The Zombie Killer wrote:Probably not, worth a try though.NeoSpearBlade wrote: I will admit, I did not understand much of the code that you put up although one thing did catch my eye and it got me thinking.....would adding the WEAPON.NOAUTOAIM flag to PressReleaseBFGPlasmaBallBase work? I'll try that out later.
Script error, "CustWeapModCoDTest.pk3:decorate" line 882:
"WEAPON.NOAUTOAIM" is an unknown flag
I also put the flag under PressReleaseBFGPlasmaBallRandom but I got the same result, which leads me to my next point:
OK, sure. If you find it, I'll go take a look at it but I want the DECORATE version and not the ACS version. Why? Well, I would say that I don't fully understand ACS yet (which I don't) but it's mainly because SLADE3 v3.1.0 alpha (r1378) always crashes whenever I try to recompile a modified ACS script source code.The Zombie Killer wrote: I think I made an example wad, but I might've lost it since I reformatted. I'll try and look for it and upload it here, it might make it easier for you to understand the code.
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Re: The "How do I..." Thread
Try updating; SLADE is now at beta 3.
- SouthernLion
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Re: The "How do I..." Thread
Wow, that easy, and I missed it that stupidly, huh? Thanks, man. You're a boss.Jekyll Grim Payne wrote:If you want to change the ammo icon, you need to replace the respective ammo Actor (e.g. [wiki]Clip[/wiki] for Pistol) and define the desired sprite through its Inventory.Icon property.RexS wrote:How do you get custom weapons to show an ammo icon by the #? Like in full screen view by the ammo counter. I looked everywhere on the wiki
- Jekyll Grim Payne
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Re: The "How do I..." Thread
Don't mention it, I miss simple things all the timeRexS wrote:Wow, that easy, and I missed it that stupidly, huh? Thanks, man. You're a boss.Jekyll Grim Payne wrote:If you want to change the ammo icon, you need to replace the respective ammo Actor (e.g. [wiki]Clip[/wiki] for Pistol) and define the desired sprite through its Inventory.Icon property.RexS wrote:How do you get custom weapons to show an ammo icon by the #? Like in full screen view by the ammo counter. I looked everywhere on the wiki

Don't forget that you can also just replace the sprite if you don't want to mess with ammo.
- SyntherAugustus
- Posts: 973
- Joined: Tue Jul 15, 2003 5:43 pm
Re: The "How do I..." Thread
http://imgur.com/iZGzeSQ
I would love to know if there's a way to get the water 3d sector in that picture to have both it's top and bottom scrolling towards the player. I'd love to have it emulate a water flow system.
By towards the player I meant the water going Eastward, that's all.
I would love to know if there's a way to get the water 3d sector in that picture to have both it's top and bottom scrolling towards the player. I'd love to have it emulate a water flow system.
By towards the player I meant the water going Eastward, that's all.
Last edited by SyntherAugustus on Thu Jan 16, 2014 4:25 pm, edited 1 time in total.
- Jekyll Grim Payne
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Re: The "How do I..." Thread
I have a question to ACS masters; I need help with creating a smooth nointermission "elevator"-transition between maps.
So, the player enters an elevator and presses a switch. The elevator goes down (Floor_LowerByValue), the screen fades (FadeTo), then the map changes (MapChange).
In map 2 player spawns on an already raised floor. It goes down, screen fades out. This part is simple.
However, the elevator is also supposed to be taken back to map 1. So I just make it go up, screen fades. Then the player enters map 1 again and here's when the problems start.
The player appears in the right place (obviously, there's a separate Player spawn point for that), and the elevator should go up, activated by an Enter script (of course there's a special variable for that script that tells it to start isntead of a different Enter script which is activated when entering map 1 for the first time from a different place). But the script fails to work because it turns out the elevator didn't completely finish going down from the first activation, when I was leaving map 1 before. The delay between Floor_LowerByValue and MapChange back then was slightly smaller than the time the elevator needed to cover the distance specified in Floo_LowerByValue, so now it finishes going down when I come back to map 1. Thus the Enter script to make the elevator go up doesn't start.
Perhaps I could count the exacat amount of time the elevator would need to cover the specified distance with specified speed (how? I don't know) so that map transition would occur exactly when the real elevator in map 1 stops moving, but I think the player will hear the stopping sound (there's a stopsound in the sound sequence used by that elevator), which would break the single elevator illusion which I don't want.
So what do I do?
One idea I have is to play around with Floor_MoveToValue instead of ~Raise/LowerByValue. That might get me somewhere.
So, the player enters an elevator and presses a switch. The elevator goes down (Floor_LowerByValue), the screen fades (FadeTo), then the map changes (MapChange).
In map 2 player spawns on an already raised floor. It goes down, screen fades out. This part is simple.
However, the elevator is also supposed to be taken back to map 1. So I just make it go up, screen fades. Then the player enters map 1 again and here's when the problems start.
The player appears in the right place (obviously, there's a separate Player spawn point for that), and the elevator should go up, activated by an Enter script (of course there's a special variable for that script that tells it to start isntead of a different Enter script which is activated when entering map 1 for the first time from a different place). But the script fails to work because it turns out the elevator didn't completely finish going down from the first activation, when I was leaving map 1 before. The delay between Floor_LowerByValue and MapChange back then was slightly smaller than the time the elevator needed to cover the distance specified in Floo_LowerByValue, so now it finishes going down when I come back to map 1. Thus the Enter script to make the elevator go up doesn't start.
Perhaps I could count the exacat amount of time the elevator would need to cover the specified distance with specified speed (how? I don't know) so that map transition would occur exactly when the real elevator in map 1 stops moving, but I think the player will hear the stopping sound (there's a stopsound in the sound sequence used by that elevator), which would break the single elevator illusion which I don't want.
So what do I do?
One idea I have is to play around with Floor_MoveToValue instead of ~Raise/LowerByValue. That might get me somewhere.
Last edited by Jekyll Grim Payne on Thu Jan 16, 2014 4:29 pm, edited 2 times in total.
- Jekyll Grim Payne
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Re: The "How do I..." Thread
Easy as pie. Add a tag to the 3d floor control sector, then create an Open script with Scroll_Floor and Scroll_Ceiling functions.blackfish wrote:http://imgur.com/iZGzeSQ
I would love to know if there's a way to get the water 3d sector in that picture to have both it's top and bottom scrolling towards the player. I'd love to have it emulate a water flow system.
Oh, sorry, do you mean -- scrolling exactly towards the player, changing the scrolling direction when the player moves? That's trickier... The easiest (yet not very precise) way I can think of is to fill the surrounding sector with a lot of lines and attach a script which changes scrolling direction to each of this lines, and make it triggered by player walking over them.
- SyntherAugustus
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Re: The "How do I..." Thread
No I just meant as any sort of direction. I'll try the script.
- WickedRedGrin
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Slopes and 3D Floors in Visual Mode?
Okay so I'm a noob to editing, I had been using Doom Builder 2 (ZDoom, Doom in Doom Format) but as I progressed through youtube tutorials I found out I could make Slopes, and 3D Floors.. only to do so I would need to use Doom in Hexen Format, or GZDoom Doom in Doom format.
So I converted my current map to Hexen (with backup) and found that everything as far as actions I had already learned was kind of useless in Hexen format, so I tried out a few slopes and 3d floors anyway. Put it in GZ Doom Visual Mode, and it was a lot easier to edit then guessing where everything will be. But I still rather use Doom in Doom.
So I go and download GZDoom, and GZ Doom Builder, load up my backup save, try to make a 3D floor, go into this builders Visual mode and see nothing, test it and its there, but I cant see it in visual mode. So I get the dumb idea to take the GZDoom Visual Mode plug-in and put it in GZDoom Builder, which just crashes it.
So I guess my question is, How do I view Slopes and 3D Floors in Visual Mode in GZDoom Builder? Is there maybe another plug-in for this, any chance someone could convert the GZDoom Visual plug-in from the regular Doom Builder 2? Or am I just stuck testing a million times, or using Doom in Hexen?
So I converted my current map to Hexen (with backup) and found that everything as far as actions I had already learned was kind of useless in Hexen format, so I tried out a few slopes and 3d floors anyway. Put it in GZ Doom Visual Mode, and it was a lot easier to edit then guessing where everything will be. But I still rather use Doom in Doom.
So I go and download GZDoom, and GZ Doom Builder, load up my backup save, try to make a 3D floor, go into this builders Visual mode and see nothing, test it and its there, but I cant see it in visual mode. So I get the dumb idea to take the GZDoom Visual Mode plug-in and put it in GZDoom Builder, which just crashes it.
So I guess my question is, How do I view Slopes and 3D Floors in Visual Mode in GZDoom Builder? Is there maybe another plug-in for this, any chance someone could convert the GZDoom Visual plug-in from the regular Doom Builder 2? Or am I just stuck testing a million times, or using Doom in Hexen?
Re: The "How do I..." Thread
GZDoomBuilder is not really configured to use the old Doom map format. That's why you don't get slopes and 3D floors in that mode.
Also I can't understand how so many people make ZDoom maps with ZDoom effect while using Doom map format. All the documentation on the wiki is written for Hexen format and UDMF. Many features cannot be used at all in Doom format.
And you should rather use UDMF than Hexen format, by the way.
Also I can't understand how so many people make ZDoom maps with ZDoom effect while using Doom map format. All the documentation on the wiki is written for Hexen format and UDMF. Many features cannot be used at all in Doom format.
And you should rather use UDMF than Hexen format, by the way.