The "How do I..." Thread

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

Postby Zombieguy » Mon Jun 04, 2012 11:10 am

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

Is there really no other way? I'm just extremely curious about why the heck this sound won't play.
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Re: The "How do I..." Thread

Postby Enjay » Mon Jun 04, 2012 11:19 am

Does the sound actually work? ie if you type

playsound barrelbounce

at the console, do you hear the sound?
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Re: The "How do I..." Thread

Postby Zombieguy » Mon Jun 04, 2012 11:29 am

Yes, it works. I tried the console.
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Re: The "How do I..." Thread

Postby doony » Tue Jun 05, 2012 10:17 am

to make default key binds, asdw move and block -+ screen size bottom + select default screen size... How I do this changes ?
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Re: The "How do I..." Thread

Postby tetssian » Tue Jun 05, 2012 10:40 am

can you give me a little example on how to use a teleport with z height but for hexen please?
i simply dnt understand how it works and every freaking example is in zdoom doom in hexen format or something like that and no i want it in zdoom (hexen)
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Re: The "How do I..." Thread

Postby cocka » Tue Jun 05, 2012 11:26 am

Hi!

I think there is no difference in the way you use it in doom (hexen format) and in hexen.
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Re: The "How do I..." Thread

Postby Ixnatifual » Tue Jun 05, 2012 12:22 pm

How do I make an actor immovable (GZDoom)?

Having some trouble with a monster I don't want to get pushed off when I punch it etc. Any ideas how to accomplish this ?
I tried setting its mass to 0x7FFFFFFF as there were some previous threads suggesting this. That doesn't seem to have any noticable effect however.
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Re: The "How do I..." Thread

Postby Blox » Tue Jun 05, 2012 1:18 pm

If it's an absolutely stationary object, you might have success giving it a painchance of 255 and making it do A_Stop every time it enters the pain state.
Otherwise, *gulp*.
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Re: The "How do I..." Thread

Postby Ixnatifual » Tue Jun 05, 2012 1:41 pm

Blox wrote:If it's an absolutely stationary object, you might have success giving it a painchance of 255 and making it do A_Stop every time it enters the pain state.
Otherwise, *gulp*.
Unfortunately not an option, as that would make it too easy to interrupt what it's doing outside of the pain state.
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Re: The "How do I..." Thread

Postby ReedtheStrange » Tue Jun 05, 2012 9:43 pm

How do I have a monster attack the player while moving?
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Re: The "How do I..." Thread

Postby gerolf » Tue Jun 05, 2012 9:50 pm

How do I have weapons kick back like in Doom 64?

How do I have the SSG/rocket launcher/BFG throw the player backward?
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Re: The "How do I..." Thread

Postby ReedtheStrange » Tue Jun 05, 2012 9:56 pm

gerolf wrote:How do I have weapons kick back like in Doom 64?

How do I have the SSG/rocket launcher/BFG throw the player backward?


weapon.recoil <amount>


Negative integers will cause the player to lunge forward.
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Re: The "How do I..." Thread

Postby gerolf » Tue Jun 05, 2012 10:31 pm

Okay, I got the SSG to kick the player backward by using A_Recoil, but I can't get the weapon tilt effect to work. I want it to do what the that smasher shotgun on Realm667 does when fired.

I want the tilting to start on the gun flare parts (when the weapon actually fires) the kick back happens in between/or afterwards?
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Re: The "How do I..." Thread

Postby wildweasel » Tue Jun 05, 2012 11:52 pm

The weapon tilt (as opposed to launching the player backwards) is in A_SetPitch.
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Re: The "How do I..." Thread

Postby gerolf » Wed Jun 06, 2012 12:23 am

Okay, I'm confused. How would I put the A_setpitch along with:

Code: Select allExpand view
Flash:
    SHTF A 4 Bright A_Light1
    SHTF B 3 Bright A_Light2
    Goto LightDone


I want the tilt to happen during these animations.
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