The "How do I..." Thread

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

Postby wildweasel » Wed Jun 06, 2012 12:47 am

Put it in the Fire state, not the Flash state - you can always just have it happen as a zero-duration frame right before A_GunFlash is called.
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Re: The "How do I..." Thread

Postby gerolf » Wed Jun 06, 2012 1:36 am

wildweasel wrote:Put it in the Fire state, not the Flash state - you can always just have it happen as a zero-duration frame right before A_GunFlash is called.


Alright.. I think I've done 1 thing right, when the gun is fired, it lowers down, but never goes back up.

Code: Select allExpand view
  Fire:
    SHTG A 3
    SHTG A 7 A_FireShotgun
    SHTF A 0 Bright A_SetPitch (pitch-0.9)
    SHTF B 0 Bright A_SetPitch (pitch+3.0)
    SHTG BC 5
    SHTG D 4
    SHTG CB 5
    SHTG A 3
    SHTG A 7 A_ReFire
    Goto Ready
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Re: The "How do I..." Thread

Postby wildweasel » Wed Jun 06, 2012 1:39 am

That's because A_SetPitch happens instantly, and you're having two of them happen in a row with no duration between them. Perhaps this:
Code: Select allExpand view
Fire:
    SHTG A 3
    SHTG A 7 A_FireShotgun
    SHTF A 0 Bright A_SetPitch (pitch-0.9)
    SHTG B 2
    SHTF B 0 Bright A_SetPitch (pitch+3.0)
    SHTG B 3
    SHTG C 5
[...]

Granted, there are a lot of things I would be doing here involving abusing Offsets and smoothing the SetPitches into 1-tic states instead, but I've restrained myself from doing that here. =P
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Re: The "How do I..." Thread

Postby Ixnatifual » Wed Jun 06, 2012 10:18 am

Ixnatifual wrote:How do I make an actor immovable (GZDoom)?
Setting the mass to 0x7FFFFFFF makes the actor immovable for most intents and purposes.

Unfortunately not to A_FPunchAttack it seems, which is used by the Fighter's weapons (except Quietus). Since I was using the Fighter, the immovable actors were being moved about when I hit them regardless of their mass.
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Re: The "How do I..." Thread

Postby doony » Wed Jun 06, 2012 1:46 pm

I want make menu for select map for play(MAP01 MAP02), looks hard to do... where can I start?
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Re: The "How do I..." Thread

Postby Blue Shadow » Wed Jun 06, 2012 2:41 pm

You mean like the way the player can choose episodes?
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Re: The "How do I..." Thread

Postby doony » Wed Jun 06, 2012 3:07 pm

Blue Shadow wrote:You mean like the way the player can choose episodes?

yeah or like in master levels for doom 2 mod : D

viewtopic.php?f=19&t=20795

EDIT: :P wow MAPINFO works fine now I need to make save the kills,items and secrets after play, I will take a look Menus zdoom wiki page and if I get stuck I back :) thanks
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Re: The "How do I..." Thread

Postby ReedtheStrange » Wed Jun 06, 2012 6:22 pm

Is there anyway for an enemy to be attacking while moving?
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Re: The "How do I..." Thread

Postby amv2k9 » Wed Jun 06, 2012 9:37 pm

ReedtheStrange wrote:Is there anyway for an enemy to be attacking while moving?
ThrustThing? The example shows how to thrust based on current actor angle.
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Re: The "How do I..." Thread

Postby Mooseknuckle » Thu Jun 07, 2012 12:25 am

I have this idea for an open world Metroidvania style WAD with toggle-able inventory items that act as the various upgrades to the player, including allowing the player to double-jump, doubling the player's jump height, and giving the player the ability to sprint (by default, running speed would be set the same as walking) and, in effect, jump farther. Could anyone give me some tips on how to code these upgrades/inventory items?
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Re: The "How do I..." Thread

Postby arch129 » Thu Jun 07, 2012 1:39 am

Is there a way to create a custom melee attack with a custom damage type? The closest thing I found was A_CustomMeleeAttack, but it doesn't work with player weapons.
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Re: The "How do I..." Thread

Postby FDARI » Thu Jun 07, 2012 3:45 am

From decorate you should use A_ChangeVelocity; this "native" decorate function offers max precision on angle without requiring explicit recalculation from decorate, and lets you use or ignore the calling actor's angle (as well as its current momentum). This is the right answer if you want the enemy to start a motion that will continue for a few ticks, but it might not be perfect for your purposes. Another approach would be to make additional movement frames in the attack state, using monster-movement functions (A_Wander, A_Chase). However, I don't think you have enough control over those to achieve the effect you desire.
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Re: The "How do I..." Thread

Postby ChronoSeth » Thu Jun 07, 2012 4:16 pm

arch129 wrote:Is there a way to create a custom melee attack with a custom damage type? The closest thing I found was A_CustomMeleeAttack, but it doesn't work with player weapons.

Use A_Punch or A_Saw (depending on what you need), and set the damage type on a custom bullet puff.
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Re: The "How do I..." Thread

Postby ReedtheStrange » Thu Jun 07, 2012 6:28 pm

arch129 wrote:Is there a way to create a custom melee attack with a custom damage type? The closest thing I found was A_CustomMeleeAttack, but it doesn't work with player weapons.


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

Postby Vaecrius » Fri Jun 08, 2012 2:12 am

A_Wander or A_Chase with null attack states should be able to get movement into an attack sequence.

My questions:

1. Is there any way for an actor to access its master's inventory?

2. How do I edit the boss brain explosions? Replacing the BrainExplode state does nothing.
EDIT: Answer: Can't, blame Dehacked.
Last edited by Vaecrius on Sat Jun 09, 2012 3:26 pm, edited 1 time in total.
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