The "How do I..." Thread

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

Postby Warhawk » Mon May 28, 2012 8:44 pm

How do I make a semi-auto pistol? I tried putting A_WeaponReady after shooting frames, but when I hold it, its fully auto. =/
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Re: The "How do I..." Thread

Postby Demolisher » Mon May 28, 2012 9:14 pm

Add the NOAUTOFIRE flag to your weapon, and remove A_Refire from the fire states.

Also, how would I make x-axis flipped imp states? Defining them in textures reports no errors, but the new states are not rendered properly at all. (The imp disappears for a split second)

Code: Select allExpand view
sprite "TROOV1", 49, 60
{
   graphic "TROOE1", 0, 0
   {
      flipx
   }
}
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Re: The "How do I..." Thread

Postby NeuralStunner » Mon May 28, 2012 9:33 pm

That should be "Patch", not "Graphic".
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Re: The "How do I..." Thread

Postby gerolf » Tue May 29, 2012 12:21 am

How do I add more rotations to enemies? Most only have 5 sides, with sides 6, 7, & 8 mirroring other frames. How would I make them NOT do that with new graphics? The ones I want to do are:

Imp (walking rotations and pain frames)
Baron (walking rotations)
Demon (walking rotations)
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Re: The "How do I..." Thread

Postby Blue Shadow » Tue May 29, 2012 1:16 am

Check this from the Sprite page on the wiki.
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Re: The "How do I..." Thread

Postby Demolisher » Tue May 29, 2012 9:00 am

NeuralStunner wrote:That should be "Patch", not "Graphic".


Neither work, It was patch, it did the same thing.
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Re: The "How do I..." Thread

Postby Blue Shadow » Tue May 29, 2012 9:21 am

Remove the quotaion marks around the names of the sprite and patch.
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Re: The "How do I..." Thread

Postby Renan » Tue May 29, 2012 9:45 am

Is there any way to tilt the player's view?
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Re: The "How do I..." Thread

Postby jpalomo » Tue May 29, 2012 11:38 am

If you are talking about the roll of the player's camera, then no.
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Re: The "How do I..." Thread

Postby Zombieguy » Wed May 30, 2012 10:45 pm

Alright. This barrel junky isn't playing it's bounce sound for some reason.
Spoiler:

Any ideas?
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Re: The "How do I..." Thread

Postby Ravick » Sat Jun 02, 2012 3:14 pm

Try to force it with a A_Playsound. Maybe it's not the better way, but it would work :)

___

Is there any way to make a monster friendly to one player and hostile to all the others?
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Re: The "How do I..." Thread

Postby ReedtheStrange » Sun Jun 03, 2012 3:54 pm

In Slade, how do I transfer/copy and paste textures.

Image

I realized that a lot of the textures that I added for almost a year aren't in the other tab.
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Re: The "How do I..." Thread

Postby ReedtheStrange » Sun Jun 03, 2012 11:42 pm

Also, is there any way to replace all textures and flats in a WAD across all maps simultaneously?
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Re: The "How do I..." Thread

Postby cocka » Mon Jun 04, 2012 5:40 am

In Slade, how do I transfer/copy and paste textures.


The question is where you want to copy the textures to. By using the TEXTURE1 lump, you can add all your textures into that lump. I guess it makes no sense to create two texture lumps with the same name. By the way the ID group needed the TEXTURE2 lump because there is a shareware and a full version of Doom 1. There is no TEXTURE2 lump in Doom 2, Plutonia, TNT, including Hexen as well, because POOT is the same as FOREST05. But if you want to copy from TEXTURE1 to TEXTURE2, you can do that by right clicking on several previously selected textures and simply copy them then paste them to the other texture list.

Also, is there any way to replace all textures and flats in a WAD across all maps simultaneously?


I don't think so. But you can use the search & replace function of the doom builder 2 or the replace function of a hex editor. You can edit the wad file but bear in mind that the name of textures should be 8 characters long. If the name is shorter than 8 characters, fill the remaining space with 00. That's all.
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Re: The "How do I..." Thread

Postby Ravick » Mon Jun 04, 2012 9:51 am

I believe you could create a global script that does it and order it to work in all maps when player starts gaming. But I can't understand why it could be better them calling it when player enter each map. :)
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