The "How do I..." Thread

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

Post by insightguy »

insightguy wrote:how to make a style of gameplay where each set of maps will feature a different set of player sprites and weapons? (means for that map, the player is set. the next map will automaticaly have a different weapon set)
anyone?

also: how do you decompile ACS in slade? it seems to be possible, but i don't know how to do it
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ReedtheStrange
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Re: The "How do I..." Thread

Post by ReedtheStrange »

Also, how do I make skyboxes appear flat and tiled like they are in Zdoom in GZdoom? I have some skyboxes that look better in GZdoom, but others that look better in Zdoom.
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insightguy
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Re: The "How do I..." Thread

Post by insightguy »

tutorial on reloading a half empty weapon and still keeping the ammo?
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Ravick
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Re: The "How do I..." Thread

Post by Ravick »

FDARI wrote:Is [wiki]SetThingSpecial[/wiki] (ACS function) what you're looking for? You can't set just the arguments though, you have to assign the special as well.
Thanks!
But can I set the actor's args with this, or just its special's args?

I've tried to pass 3 args to an actor with the code below, but it seems to not work.
Actor moves absurdly fast! :?

Code: Select all

SpawnSpotForced ("Bolota", 4, 300, 0);
SetThingSpecial (300, HealThing, "VelocidadeDaBola", "GravidadeDaBola", "AceleracaoDaBola", 0, 0); 
I think it deserves an own tread. Image
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FDARI
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Re: The "How do I..." Thread

Post by FDARI »

Does an actor have args that are not its special's args? I did not think so. The args you set in the map editor are for the special (unless the actor is of a type that uses the data differently). The args you access in decorate using args[] decorate expression (args[0], args[1], args[2], args[3], args[4]) are the same args. The decorate function [wiki]A_SetSpecial[/wiki] is just about the same as the ACS function. I have never noticed other args than these.

But then... What are you doing?

Code: Select all

SetThingSpecial (300, HealThing, "VelocidadeDaBola", "GravidadeDaBola", "AceleracaoDaBola", 0, 0);
Why are you trying to assign strings to its special args?

If you want to assign its velocity, gravity and acceleration, you need to provide those values as numbers in ACS and use the numbers in SetThingSpecial. If you want to pass the strings themselves, I fear you're out of luck. Strings do not travel well between decorate and ACS. If there's something else going on - what? What are you trying to do?

PS: If your script resides in an ACS library, its strings will be represented by very high integers. So you're not setting strings or reasonable velocities, you're setting the numbers that ACS uses internally to identify your strings. You should not be using the numeric value of these strings for any purpose; you should only use them where an ACS string-representation is expected.
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ReedtheStrange
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Re: The "How do I..." Thread

Post by ReedtheStrange »

Is there any way to make an enemy that dies by pressing USE on it.
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FDARI
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Re: The "How do I..." Thread

Post by FDARI »

I believe USESPECIAL is a flag. Then you use the activation property to be sure that the thing (monster) is the activator, and by some means (map editor, script, spawn state) you set its special to kill actor 0 (itself). I think that approach would work. A few searches on the wiki should give you the specifics.
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ReedtheStrange
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Re: The "How do I..." Thread

Post by ReedtheStrange »

How do I make a weapon that can't be thrown, but can be removed through ACS?
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ChronoSeth
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Re: The "How do I..." Thread

Post by ChronoSeth »

+INVENTORY.UNTOSSABLE
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Project_Hellbane
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Re: The "How do I..." Thread

Post by Project_Hellbane »

How do I make a weapon that can still bob while firing? I'v seen it in a few other mods so know it is possible.
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hideousdestructor
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Re: The "How do I..." Thread

Post by hideousdestructor »

[wiki]A_WeaponReady[/wiki](WRF_NOFIRE) in every frame shown, with all the real work done in zero-length TNT1A0 frames in between?


EDIT: Also, is there any way in ACS or DECORATE to tell if the game is Doom or Doom2? I'm trying to replace an old, unreliable, buggy method of removing an SSG replacement.
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Thel
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Re: The "How do I..." Thread

Post by Thel »

how do i do for this image cover the entire screen? the image size is 320x200.

Code: Select all

//PAIN SCREEN
script 891 (void)
{
    SetHudSize(320, 200, 1);
    Delay(1);
    SetFont("PAIN");
    HudMessage(s:"A"; HUDMSG_FADEOUT, 0, 0, 0.5, 5.0, 0.0, 0.5);
    Delay(3);
    Terminate;
}
sorry for this, guys. but i'm really in trouble. :(

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

Post by arookas »

Is it at all possible to make textures defined in TEXTURES or TEXTURE* lumps be treated as hi-res textures (e.g. replace and become the size of the resource that has the same name)? I need several copies of the same texture of different crops/stretches, so I'd like to use TEXTURES to converse space, but I've even tried using the deprecated "remap" function for textures defined in TEXTURES to no avail.
Zombieguy
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Re: The "How do I..." Thread

Post by Zombieguy »

How to I make a revenant tracer/rocket enter its death state if it's been shot by a bullet?
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hideousdestructor
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Re: The "How do I..." Thread

Post by hideousdestructor »

+shootable and make the pain and death states identical? (Problematic if the revenant is firing two at once)
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