The "How do I..." Thread

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Blue Shadow
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Re: The "How do I..." Thread

Post by Blue Shadow »

Here is an example...

Code: Select all

ACTOR Custom_RL : RocketLauncher replaces RocketLauncher
{
  Weapon.SlotNumber 5
  States
  {
  Select:
    TNT1 A 0 A_GiveInventory("SlowDown", 1)
    MISG A 1 A_Raise
    Goto Select+1
  Deselect:
    TNT1 A 0 A_TakeInventory("SlowDown", 1)
    MISG A 1 A_Lower
    Goto Deselect+1
  }
}

ACTOR SlowDown : PowerSpeed
{
  Powerup.Duration 0x7FFFFFFF
  Speed 0.5
}
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.ex.inferis.
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Re: The "How do I..." Thread

Post by .ex.inferis. »

Works like a charm! I realized I was trying to "make" a new powerup instead of simply inheriting...buh. Thanks a lot :}
Zombieguy
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Re: The "How do I..." Thread

Post by Zombieguy »

How do I flip a weapon sprite?
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VICE
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Re: The "How do I..." Thread

Post by VICE »

How do I make a projectile able to pass through anything (including walls, floors, ceilings, water, actors, etc), but still damage monsters?
I have all of the following flags set, to no avail:

Code: Select all

  
  +RIPPER
  +NODAMAGETHRUST
  +BLOODLESSIMPACT
  +NOBLOCKMONST
  +NOEXPLODEFLOOR
  +CANBOUNCEWATER
  -ACTIVATEIMPACT
  -ACTIVATEPCROSS
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NickPerrin
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Re: The "How do I..." Thread

Post by NickPerrin »

I found an old thread from 2006 in which "noskillmenu" was introduced, to skip the skill menu inherent in starting a new game.
To disable the skill menu just add 'noskillmenu' to the episode definition in MAPINFO.
So where is this exactly? I've scoured the MAPINFO lumps and tried it in a number of places. Forgive me, I've spent years in past on a different port and am just picking up zdoom.
Blue Shadow
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Re: The "How do I..." Thread

Post by Blue Shadow »

Take a look at this:

MAPINFO/Episode definition
KuroTsuki
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Re: The "How do I..." Thread

Post by KuroTsuki »

Emmm....How do I... do to make a player class be selectable?
And how do i do to make that Class Selection menu before starting game?
I do exactly as the wiki says...but isnt working.
I use Skulltag but used Zdoom to test but still nothing.
Spoiler:
Thank you beforehand :)
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NickPerrin
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Re: The "How do I..." Thread

Post by NickPerrin »

Blue Shadow wrote:Take a look at this:
MAPINFO/Episode definition
Thanks - I actually found that right after posting (Episode Defs are not linked to in the wiki entry for MAPINFO, thus my confusion), but since it was my first post, I couldn't edit it because it hadn't been approved yet.

However, say I wanted to remove the skill menu selection from regular Doom 2. How is this enabled in practice? I don't know where to start. I copied the Hell on Earth episode definition directly from gzdoom.pk3 and added noskillmenu to it:

Code: Select all

clearepisodes
episode map01
{
	name = "Hell On Earth"
	key = "h"
	noskillmenu
}
But the skill menu still shows up. What gives?
Last edited by NickPerrin on Thu Apr 12, 2012 5:41 pm, edited 1 time in total.
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amv2k9
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Re: The "How do I..." Thread

Post by amv2k9 »

NickPerrin wrote:However, say I wanted to remove the skill menu selection from regular Doom 2. How is this enabled in practice? I don't know where to start.
clearskills? Though, the page for skill definition doesn't say whether the choose skill menu will show if only one skill is defined, and I can't test it out right now.
Blue Shadow
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Re: The "How do I..." Thread

Post by Blue Shadow »

NickPerrin wrote:But the skill menu still shows up. What gives?
I don't know what to tell you, since it works fine for me. :?

Edit:
Megaherz wrote:How do I make a projectile able to pass through anything (including walls, floors, ceilings, water, actors, etc), but still damage monsters?
There's the NOCLIP and NOINTERACTION flags that will make your projectile goes through walls and such, however, using these flags will make the projectile excluded from collision detecton completely, thus making it incapable of damaging actors.

In other words, there isn't a way of doing that, as far as I know.
KuroTsuki wrote:How do I... do to make a player class be selectable?
And how do i do to make that Class Selection menu before starting game?
I do exactly as the wiki says...but isnt working.
I use Skulltag but used Zdoom to test but still nothing.
I don't know about Skulltag, but with ZDoom your code works fine for me.
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NickPerrin
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Re: The "How do I..." Thread

Post by NickPerrin »

Blue Shadow wrote:I don't know what to tell you, since it works fine for me. :?
Hmm. What lump/file/etc. do you have that bit of code in? Where have you placed it?

I have a txt with a custom name in a MAPINFO folder in a pk3.
(If I use the name "doom2.txt" I get an error "File isa_tc.pk3 is overriding core lump mapinfo/doom2.txt.")

Perhaps it's simply not recognizing my new mapinfo?
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.ex.inferis.
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Re: The "How do I..." Thread

Post by .ex.inferis. »

Megaherz wrote:How do I make a projectile able to pass through anything (including walls, floors, ceilings, water, actors, etc), but still damage monsters?
I have all of the following flags set, to no avail:

Code: Select all

  
  +RIPPER
  +NODAMAGETHRUST
  +BLOODLESSIMPACT
  +NOBLOCKMONST
  +NOEXPLODEFLOOR
  +CANBOUNCEWATER
  -ACTIVATEIMPACT
  -ACTIVATEPCROSS
+NOCLIP?
Blue Shadow
Posts: 5046
Joined: Sun Nov 14, 2010 12:59 am

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

Post by Blue Shadow »

NickPerrin wrote:Hmm. What lump/file/etc. do you have that bit of code in? Where have you placed it?

I have a txt with a custom name in a MAPINFO folder in a pk3.
Put the definition(s) in a MAPINFO.txt file, and place it in the root directory of your pk3.
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NickPerrin
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Re: The "How do I..." Thread

Post by NickPerrin »

Blue Shadow wrote:Put the definition(s) in a MAPINFO.txt file, and place it in the root directory of your pk3.
Thanks. I did eventually try that and get it working. The wiki doesn't cover it all! :)

Edit: New problem I can't figure out for the life of me. Following things to the letter and no result.
DECORATE:

Code: Select all

TNT1 A 0 A_PlaySound("DBSHOTGN1")
SNDINFO:

Code: Select all

DBSHOTGN1 DBSHOTGN1
With an OGG named "DBSHOTGN1" in a "Sounds" folder in the pk3.

No sound is played. Is there something wrong here? Are only certain OGG bitrates accepted perhaps?

Does gzdoom leave a log of issues after each run? That would be realllly helpful.
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VICE
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Re: The "How do I..." Thread

Post by VICE »

.ex.inferis. wrote:+NOCLIP?
Tried that, it clips through everything that way, monsters included (so no damage dealt).
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