The "How do I..." Thread

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

Postby Zombieguy » Wed Jun 20, 2012 1:35 pm

I want to replace the default GZDoom "doomcurs" graphic. But it won't show up in the menu. I'm sure I've got my offsets right. I have the graphic in a PK3 in a folder called "Graphics" if that helps. How do I get this graphic of mine to show?
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Re: The "How do I..." Thread

Postby ReedtheStrange » Wed Jun 20, 2012 3:57 pm

Is there a way to program a projectile to harm everything in water, including the player, if it passes through water?
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Re: The "How do I..." Thread

Postby amv2k9 » Wed Jun 20, 2012 4:38 pm

Zombieguy wrote:I want to replace the default GZDoom "doomcurs" graphic. But it won't show up in the menu. I'm sure I've got my offsets right. I have the graphic in a PK3 in a folder called "Graphics" if that helps. How do I get this graphic of mine to show?
Is it bigger than 32x32px? That's the limit. Also, cursorpic is a property that can be defined in the gameinfo section of a mapinfo lump.
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Re: The "How do I..." Thread

Postby Zombieguy » Wed Jun 20, 2012 5:27 pm

Oh..... Crap. I should scale the image down. :D

EDIT: Yep... Thanks man.
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Re: The "How do I..." Thread

Postby Blue Shadow » Wed Jun 20, 2012 6:27 pm

ReedtheStrange wrote:Is there a way to program a projectile to harm everything in water, including the player, if it passes through water?

Don't projectiles do that normally?
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Re: The "How do I..." Thread

Postby ChronoSeth » Wed Jun 20, 2012 6:54 pm

Huh? No they don't. They just pass through the water like nothing's there (with the exception of bouncing projectiles, which will start ignoring gravity).

I think he's going for an effect like what happens when quake's thunderbolt is fired underwater.
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Re: The "How do I..." Thread

Postby BigProjectAlone » Thu Jun 21, 2012 5:59 am

is there a way to make

EXEMPLE: an horse that the player can climb on to travel faster through the map.
and make the horse move is head when the player turn right or left (the horse head is like a weapon you have.)

did you understand? :)
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Re: The "How do I..." Thread

Postby BigProjectAlone » Thu Jun 21, 2012 7:45 am

how do i make the camera like in mario bros, megaman... ???
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Re: The "How do I..." Thread

Postby Reactor » Thu Jun 21, 2012 1:10 pm

Hm, can someone tell me the appropiate width for weapon pickup sprites? 64 appears to be a lil'bit small, 128 should be all right, but I prefer asking you before doing anything foolish. If they're too tiny, their graphics look fugly, if they're too big, they can be picked up without actually touching them. Can I get some advice?

Note: We are talking about GZDoom here.
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Re: The "How do I..." Thread

Postby TheDarkArchon » Thu Jun 21, 2012 1:18 pm

How long is a piece of string? It can vary depending on the weapon. The default Doom ones are normally 54-64 wide and 12-16 high. The chainsaw and BFG pickups are taller at 24 and 36 high respectively.
Last edited by TheDarkArchon on Thu Jun 21, 2012 2:31 pm, edited 1 time in total.
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Re: The "How do I..." Thread

Postby Reactor » Thu Jun 21, 2012 2:20 pm

I am referring the maximum width of a weapon, which is appropiate under GZDoom. Height is not a problem, width IS. Surely a Gauss pistol will not be that long like a Thermal Shok Launcher, so I need the maximum appropiate length for a weapon pickup sprite, so I can measure smaller weapons to them.
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Re: The "How do I..." Thread

Postby wildweasel » Thu Jun 21, 2012 2:53 pm

Again, depends on the weapon, especially since you can use an actor's Scale property to shrink higher resolution sprites.
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Re: The "How do I..." Thread

Postby amv2k9 » Thu Jun 21, 2012 5:50 pm

BigProjectAlone wrote:how do i make the camera like in mario bros, megaman... ???
Pogostick
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Re: The "How do I..." Thread

Postby amv2k9 » Thu Jun 21, 2012 5:51 pm

Reactor wrote:I am referring the maximum width of a weapon, which is appropiate under GZDoom. Height is not a problem, width IS. Surely a Gauss pistol will not be that long like a Thermal Shok Launcher, so I need the maximum appropiate length for a weapon pickup sprite, so I can measure smaller weapons to them.
...Are you talking about the size of the actual sprite, or the size of the collision box of its pickup?
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Re: The "How do I..." Thread

Postby jpalomo » Thu Jun 21, 2012 6:03 pm

I'm having trouble making a weapon that functions like the TF2 minigun. I've managed to get it to spin up with alt fire and be able to fire while still holding down the alt fire key, but as soon as I let go it spins down even if I am still holding the primary fire key. Is there any way to check if either fire key is being pressed? A_Refire does not do this (it only checks for the key you initially pressed).
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