The "How do I..." Thread

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

Postby Zombieguy » Sat Jun 16, 2012 12:15 am

I just thought all it needed was a health value, a death state, and the +SHOOTABLE flag. But that didn't work. I'll experiment some more later.

Edit: I got it working.
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Re: The "How do I..." Thread

Postby FDARI » Sat Jun 16, 2012 5:10 am

I'm not sure.
Code: Select allExpand view
+SHOOTABLE
-NOBLOCKMAP
Health 1
However, it may be able to re-detonate if it has a proper missile impact later on. If that is a possibility (and one that you need to avoid) you may need to change some flags (and perhaps set momentum to 0) at the beginning of the death state. And...... About the firing two at once; add the THRUSPECIES flag? I don't know if that's restricted to monsters.

And... for people with autoaim, should they autoaim at these projectiles, or should it be more random/involuntary (hit a projectile when shooting for something else)? (The important question: Will it be more annoying to have autoaim distracted by these, or will it be more annoying to aim for these and be forced to shoot a nearby monster instead?)

EDIT: Well, oh; there was another page. You got it, I see.
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Re: The "How do I..." Thread

Postby insightguy » Sat Jun 16, 2012 7:54 am

how do I make a "power up" last a whole level and can be carried along different levels?
Powerup.Duration 0?
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Re: The "How do I..." Thread

Postby jpalomo » Sat Jun 16, 2012 7:55 am

Updating my personal mod with the recent addition of the Fast keyword and I have a question. Is it possible to use multiple state keywords on one line? I want to use Fast and Bright on a replacement Zombie's attack.
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Re: The "How do I..." Thread

Postby Blue Shadow » Sat Jun 16, 2012 9:35 am

insightguy wrote:how do I make a "power up" last a whole level and can be carried along different levels?
Powerup.Duration 0?

To make the powerup last forever (it's not actually forever, but it's long enough to be used as 'forever'), you use a duration of 0x7FFFFFFF.

As for how to make it stay when travelling between levels, you use INVENTORY.PERSISTENTPOWER flag.
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Re: The "How do I..." Thread

Postby Arookas » Sat Jun 16, 2012 2:53 pm

jpalomo wrote:Updating my personal mod with the recent addition of the Fast keyword and I have a question. Is it possible to use multiple state keywords on one line? I want to use Fast and Bright on a replacement Zombie's attack.


Looks like you can. When I tested it, it worked without any errors for me.

Myself wrote: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 hope this is possible. If it isn't, I'm just going to have to go with the bigger filesize. D:
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Re: The "How do I..." Thread

Postby BigProjectAlone » Sat Jun 16, 2012 3:53 pm

how do i put a sound that play when you walk, but don't play when you jump? and change depending on what you walk on, you know what i mean :) thanks
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Re: The "How do I..." Thread

Postby Ravick » Sat Jun 16, 2012 4:21 pm

is there a way to prevent a wall to get blood decals?
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Re: The "How do I..." Thread

Postby Zombieguy » Sat Jun 16, 2012 5:19 pm

Why would you want to do that? Just out of curiosity.
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Re: The "How do I..." Thread

Postby Blue Shadow » Sat Jun 16, 2012 5:25 pm

Ravick wrote:is there a way to prevent a wall to get blood decals?

Define the texture in question in TEXTURES and add the NoDecals option to the definition.
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Re: The "How do I..." Thread

Postby Sgt Dopey » Sat Jun 16, 2012 7:15 pm

Zombieguy wrote:Why would you want to do that? Just out of curiosity.

Decals on animated texture look silly
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Re: The "How do I..." Thread

Postby Enjay » Sat Jun 16, 2012 7:19 pm

The default for animated walls is that they won't get decals on them. The "allowdecals" word has to be used on them in their definition to... er, allow decals. :biggrin:
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Re: The "How do I..." Thread

Postby ChronoSeth » Sat Jun 16, 2012 7:38 pm

jaegerman45 wrote:Decals on animated texture look silly

Only on fluid textures.
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Re: The "How do I..." Thread

Postby Reactor » Sun Jun 17, 2012 2:31 pm

I would like to have a question about glass.

[cough cough] Well! I heard a rumor about there is a way to create glass in GZDoom. Yes, transculent glass,which can be used as a texture. This is something new for me, so I'd be better if I ask you about this.
- The glass HAS to be a single colour, or it can be a texture as well?
- Where to set transculency for the "glass" texture?
- Is it possible to put this glass texture into window frames that the window frames will NOT be transculent, only the "glass" texture is?
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Re: The "How do I..." Thread

Postby Vaecrius » Sun Jun 17, 2012 3:21 pm

Back when I could do some mapping of some sort I'd just use two linedefs (to give the illusion of thickness) and each would have some brown grit texture set to a very low alpha. Worked great for making dirty mirrors too.

I don't remember what exactly I did, but basically I just poked around in DoomBuilder 1 until I found what I needed. If you're using DB2 I don't see why it should be that different.
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