The "How do I..." Thread

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

Postby Thel » Tue Apr 24, 2012 1:58 pm

is possible to force the player to use autoaim via decorate? cuz i want to make a oldschool wad with mouselook turned off.
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Re: The "How do I..." Thread

Postby Xaser » Tue Apr 24, 2012 2:18 pm

Not possible. That falls into the realm of forcing users to use specific user settings, which is a big no-no to the devs (and most players, I'd imagine :P ).

ZDoom isn't really the engine for oldschool-play anyhow, though I suppose if you're talking about using ZDoom, you're probably planning on doing something withh DECORATE or UDMF so "use vanilla Doom" isn't really a viable suggestion. Best you can do is recommend some settings in your accompanying textfile, though honestly, lack of mouselook is a really shallow way of defining "old-school." If you actually make something that achieves the correct old-school feel, it shouldn't matter whether the user is using mouselook or not.
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Re: The "How do I..." Thread

Postby terranova » Tue Apr 24, 2012 3:48 pm

Can't this be forced via MAPINFO?
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Re: The "How do I..." Thread

Postby Kate » Tue Apr 24, 2012 4:05 pm

No, you're probably thinking of the Weapon Flag NOAUTOAIM, which only works for that weapon, and only sets it off.
There's really no wait to define the autoaim or smart aim settings in general, which really sucks because I have to very specifically WARN the player in Pokémon Doom Titanium to turn off Smart Aim otherwise it will ignore friendlies, and make it impossible to select your own Pokémon.
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Re: The "How do I..." Thread

Postby NeuralStunner » Tue Apr 24, 2012 5:27 pm

Kinda like Xaser said, If you want something that oldschool, go with Chocolate Doom or something. ;)

For me, autoaim and locked-pitch only belong together. Both or neither. If someone plays a fixed-pitch mod and refuses to turn on AutoAim, I'd say "just let them suffer." :P

Granted they're already suffering (even if they won't admit it) thanks to inability to look the hell around. (Even software mode's view clamping manages to piss me off.) Also this would be a great time for ZDoom to have a :v emoticon.
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Re: The "How do I..." Thread

Postby Ravick » Wed Apr 25, 2012 6:31 pm

How do I make a wall allows to use a switche right behind it if it doesn't allows it at the beginning of the map?

Edit:

I have a cameratexture called BAND1, and have set a camera thing with tag 237 on my map. Also, when player switches a wall, it calls this command:

Code: Select allExpand view
SetCameraToTexture(237, "BAND1", 180);


It was suposed to the cameratexture to show the cameras view, but it shows player's view. Why/how do I fix it? :?
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Re: The "How do I..." Thread

Postby insightguy » Thu Apr 26, 2012 12:55 pm

How do I replace a weapon actor without getting certain inheritance values without having to overwrite them (making them non existent)

Ex. I want the pistol to no longer have it's own weapon slot(mod reasons)
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Re: The "How do I..." Thread

Postby Project_Hellbane » Thu Apr 26, 2012 3:36 pm

How do I make a monster attack every thing, like usually doom monsters will only attack other monsters if they're hit first but I need a monster that attacks monsters and players alike.
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Re: The "How do I..." Thread

Postby Zombieguy » Sat Apr 28, 2012 11:20 am

How do I get this 9mm casing to play its bounce-sound? All of the other casings work just fine, but I don't understand why this one won't.

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

Postby terranova » Sat Apr 28, 2012 12:08 pm

Give it a SeeSound property, it'll play it when it bounces.
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Re: The "How do I..." Thread

Postby Zombieguy » Sat Apr 28, 2012 12:28 pm

Well, I guess I'll give it a whirl.

EDIT: As I thought, with the SeeSound property, it just played the sound when the actor spawned, and not when it bounced.
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Re: The "How do I..." Thread

Postby NickPerrin » Sat Apr 28, 2012 1:30 pm

Zombieguy wrote:EDIT: As I thought, with the SeeSound property, it just played the sound when the actor spawned, and not when it bounced.


I'm curious about this too. Had SeeSound on my bullet casings, plays at spawn AND at bounces.
Also, how could one kill the previous bounce sound every time a new one starts?

- Another question: I see here in the wiki that there is a way to define a different status bar depending on aspect ratio. However, using the command for two sets of HUD stuff makes everything appear as double! How do I get it to only display one of the huds at a time, depending on aspect ratio in use?
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Re: The "How do I..." Thread

Postby NeuralStunner » Sat Apr 28, 2012 2:52 pm

terranova wrote:Give it a BounceSound property, it'll play it when it bounces.
There. :P
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Re: The "How do I..." Thread

Postby terranova » Sat Apr 28, 2012 3:35 pm

Ack, i remembered the seesound thing but not that one! :p
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Re: The "How do I..." Thread

Postby NeuralStunner » Sat Apr 28, 2012 3:48 pm

I think nowadays it only uses SeeSound if you use a *Compat BounceType.
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