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
Doh! Still doesn't work. I guess I'm missing something....
Re: The "How do I..." Thread
Are you sure the actor is being spawned? There may be something preventing that.
Re: The "How do I..." Thread
I'm finally getting it to work. But, the FistPuff, yeah, it's working, but... It does massive damage.
Code: Select all
ACTOR PerkFist : Fist replaces Fist
{
+NOEXTREMEDEATH
+NOALERT
States
{
Fire:
TNT1 A 0 A_playsound("weapons/fist/swing")
PKFS LBCD 1
PKFS E 2 A_Punch
TNT1 A 0 A_CustomPunch(60,1,CPF_DAGGER,"KnucklePuff",100)
PKFS FGHI 2
PKFS JKL 1
PUNG A 5 A_ReFire
Goto Ready
}
}
actor KnucklePuff
{
+NOBLOCKMAP
+NOGRAVITY
+PUFFONACTORS
RenderStyle Add
activesound ""
attacksound "weapons/fist/punch"
//seesound ""
states
{
Spawn:
//PUF2 A 1
Stop
Melee:
//PUF2 B 1
Stop
Crash:
//PUF2 C 1
Stop
}
}
Re: The "How do I..." Thread
Because you specified it to do 60 damage. Of course that's going to be a lot. I see that there's also the NoRandom, too, but still, 60 damage can take out an imp IIRC.
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Blue Shadow
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Re: The "How do I..." Thread
You're also using A_Punch and A_CustomPunch in the same attack sequence.
Re: The "How do I..." Thread
Alright, I got the FistPuff working. Now, I'm using tracers to spawn wall debris on impact. But the problem is, the tracers AND the bullets/bulletpuffs spawn together, dealing the enemy twice the damage. How do I prevent the bullets/bulletpuff from dealing damage, so that the tracer alone can deal the desired amount of damage on impact of a "bleeding" target?
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Blue Shadow
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Re: The "How do I..." Thread
Reduce the damage of the bullet attack to zero?
Re: The "How do I..." Thread
Well, that's obvious, I just apparently don't know how to do that. I replaced the bulletpuff with a new actor, and set the damage to "0". But I guess that doesn't work. A little help on the bullet attack please?
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Blue Shadow
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Re: The "How do I..." Thread
The puff itself doesn't do any damage. You define the damage through the damage parameter in [wiki]A_FireBullets[/wiki] (player's weapons) and [wiki]A_CustomBulletAttack[/wiki] (monsters).
- Apothem
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Re: The "How do I..." Thread
How would I keep the player from completely dieing? I mean in the sense that I want to be able to revive a downed player?
I always assumed that using a death state that just had a A_jumpif() loop inside of it that would go back to the spawn state and fix the health if the player's corpse got a specific item. For all the times I've tried, I've gotten some weird results. Any suggestions?
I always assumed that using a death state that just had a A_jumpif() loop inside of it that would go back to the spawn state and fix the health if the player's corpse got a specific item. For all the times I've tried, I've gotten some weird results. Any suggestions?
- NeuralStunner
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Re: The "How do I..." Thread
There are special changes in actoir deaths, not just a state change. You can use [wiki]SetPlayerProperty[/wiki] with PROP_BUDDHA to keep players from actually dying.
- Sgt Dopey
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Re: The "How do I..." Thread
How do i get the sparks thing to work?
Re: The "How do I..." Thread
Your question is a little vague, but I assume you want sparks to be shot out when you have a hitscan or projectile hit a wall?jaegerman45 wrote:How do i get the sparks thing to work?
Two ways to do it; A_SpawnItemEx, and then make a spark actor. You'll probably have to play around a lot with things like its gravity and velocity.
The second is A_SpawnDebris. Actors spawned through this action function are coded a little differently, and you should check the wiki explanation on that function for more info.
Re: The "How do I..." Thread
Maybe this: [wiki]Classes:Spark[/wiki] ?
Put it in a map, give it a tid, set its first argument to how many particles you want then use a script (or line, I suppose) to activate it. Every time it is activated, it will produce the specified number of sparks and play the world/spark sound. To get repeated sparks, you need a looping script with a delay in it.
Put it in a map, give it a tid, set its first argument to how many particles you want then use a script (or line, I suppose) to activate it. Every time it is activated, it will produce the specified number of sparks and play the world/spark sound. To get repeated sparks, you need a looping script with a delay in it.
- Sgt Dopey
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Re: The "How do I..." Thread
So how would I do it ive tried it with a script like this
Script 5 Enter
{
Delay (25);
Thing_activate (12);
}
Script 5 Enter
{
Delay (25);
Thing_activate (12);
}
