The "How do I..." Thread

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

Postby NickPerrin » Mon Apr 23, 2012 7:53 pm

amv2k9 wrote:In the above example, PuffyRocket spawns eight PuffyRocketPuffs every 1 tic of RCKT A.


Sorry I should have clarified. I'm totally aware of how to do that and my DECORATE is full of such examples - What I mean is for the "puff" if you will, to spawn across the path of the "rocket" smoothly, more than 1 tic at a time. The method you show simply places 8 puffs in the same spot, I'm interested in filling the intervening spaces with puffs even though 1 tic per puff isn't fast enough to do it.

Again, the bullet spark in AeOD and the lightning gun in the same mod seem to be prime examples of this.
Last edited by NickPerrin on Mon Apr 23, 2012 7:59 pm, edited 1 time in total.
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Re: The "How do I..." Thread

Postby amv2k9 » Mon Apr 23, 2012 7:58 pm

NickPerrin wrote:The method you show simply places 8 puffs in the same spot
Yeah, I just didn't add in the offsets, velocity, etc.
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Re: The "How do I..." Thread

Postby Zombieguy » Mon Apr 23, 2012 9:09 pm

If an explosivebarrel is against a wall, and as soon as it explodes, is there any possible way to spawn a Scorch wall decal?
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Re: The "How do I..." Thread

Postby NickPerrin » Mon Apr 23, 2012 11:38 pm

amv2k9 wrote:
NickPerrin wrote:The method you show simply places 8 puffs in the same spot
Yeah, I just didn't add in the offsets, velocity, etc.


What I mean is to get a rocket's (or any theoretical projectile) trail, not looking like this:

*______*______*______*____>=>

(underlines instead of spaces because the forum removes spaces)

Instead looking like this:

**********************************>=>

Where * = the spawnitem or "puff".

And to do this all without changing the speed of the projectile.
I should just ask - how does the lightning gun work in gzdoom? I'm not making a lightning gun but it does what I'm wondering to some extent.
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Re: The "How do I..." Thread

Postby ChronoSeth » Tue Apr 24, 2012 12:13 am

Blue Shadow wrote:A_JumpIfArmorType

Wow, I didn't know this existed. :D
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Re: The "How do I..." Thread

Postby Doomedarchviledemon » Tue Apr 24, 2012 12:44 am

One of my player classes for my multi-class mod is a Poison class and I am having a difficult time trying to get this guy his "gimmick." Since it's a poison class I'd like to have a small field around the player that will cause damage to other players who get to close since he is packed with radiation. I gave this class a NORADIUSDMG flag so splash damage would not effect the player. But how do I get the player to send out pulses of radiation, or splash damage, continuously in a small area around them?

I'd also like to have the player glow/fade a greenish color also to give a more poison feeling to it. Would I use something similar to the Visibility Pulse flag? Is there something like this but with color changing?

If there is a better option in making the radiation field I would appreciate it. :)
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Re: The "How do I..." Thread

Postby cypherphage » Tue Apr 24, 2012 2:28 am

Could you give him a damage factor immunity to "PoisonCloud" have him just spawn a http://zdoom.org/wiki/Classes:PoisonCloud actor every few ticks in his see state? This would make him seem pretty poisonous I think.

As far as the green fade, you could use a dynamic light. In zdoom, you could use the textures lump to make a bunch of frames at different amounts of green but that would probably be a pain.
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Re: The "How do I..." Thread

Postby DecemberMan » Tue Apr 24, 2012 3:30 am

Thanks amv2k9 and Blue Shadow! :)
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Re: The "How do I..." Thread

Postby Doomedarchviledemon » Tue Apr 24, 2012 4:24 am

cypherphage wrote:Could you give him a damage factor immunity to "PoisonCloud" have him just spawn a http://zdoom.org/wiki/Classes:PoisonCloud actor every few ticks in his see state? This would make him seem pretty poisonous I think.

As far as the green fade, you could use a dynamic light. In zdoom, you could use the textures lump to make a bunch of frames at different amounts of green but that would probably be a pain.


I'll give that a try, though that might look a little too silly. (Got the walking farts again? :P)

Hm, yeah that does sound like a bit of a pain. Is dynamic lighting where the actor give out light around the actor? Or am I thinking of something else?
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Re: The "How do I..." Thread

Postby Batandy » Tue Apr 24, 2012 11:38 am

Anyone knows if it's possible to make the weapon switch faster?
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Re: The "How do I..." Thread

Postby Xaser » Tue Apr 24, 2012 11:48 am

Sure is -- call A_Raise/A_Lower more than once per tic and you're golden.

Code: Select allExpand view
ACTOR FastShotgun: Shotgun {
   States {
   Select:
      SHTG A 0 A_Raise
      SHTG A 1 A_Raise
      Loop
   Deselect:
      SHTG A 0 A_Lower
      SHTG A 1 A_Lower
      Loop
   }
}

This code will produce a shotgun that raises/lowers twice as fast. Do this to all your weapons and you've effectively halved the switch time, which is nice. ;)
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Re: The "How do I..." Thread

Postby Batandy » Tue Apr 24, 2012 12:42 pm

Xaser wrote:Sure is -- call A_Raise/A_Lower more than once per tic and you're golden.

Code: Select allExpand view
ACTOR FastShotgun: Shotgun {
   States {
   Select:
      SHTG A 0 A_Raise
      SHTG A 1 A_Raise
      Loop
   Deselect:
      SHTG A 0 A_Lower
      SHTG A 1 A_Lower
      Loop
   }
}

This code will produce a shotgun that raises/lowers twice as fast. Do this to all your weapons and you've effectively halved the switch time, which is nice. ;)


Thank you alot!
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Re: The "How do I..." Thread

Postby Zombieguy » Tue Apr 24, 2012 12:53 pm

Zombieguy wrote:If an explosivebarrel is against a wall, and as soon as it explodes, is there any possible way to spawn a Scorch wall decal?

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

Postby gerolf » Tue Apr 24, 2012 12:55 pm

Zombieguy wrote:
Zombieguy wrote:If an explosivebarrel is against a wall, and as soon as it explodes, is there any possible way to spawn a Scorch wall decal?

Anyone?


Perhaps Dehacked or something could do that. Have something spawn after something is destroyed.
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Re: The "How do I..." Thread

Postby Blue Shadow » Tue Apr 24, 2012 1:06 pm

@Zombieguy: This's far from perfect, but it was the only thing I could think of...

Code: Select allExpand view
ACTOR BarrelOfGreenGoo : ExplosiveBarrel replaces ExplosiveBarrel
{
  States
  {
  Death:
    BEXP A 5 BRIGHT
    BEXP B 5 BRIGHT A_Scream
    BEXP C 5 BRIGHT
    TNT1 A 0 A_SpawnItemEx("Scorchy", 0, 0, 32, 20, 0, 0, 0, SXF_ABSOLUTEANGLE)
    TNT1 A 0 A_SpawnItemEx("Scorchy", 0, 0, 32, 20, 0, 0, 45, SXF_ABSOLUTEANGLE)
    TNT1 A 0 A_SpawnItemEx("Scorchy", 0, 0, 32, 20, 0, 0, 90, SXF_ABSOLUTEANGLE)
    TNT1 A 0 A_SpawnItemEx("Scorchy", 0, 0, 32, 20, 0, 0, 135, SXF_ABSOLUTEANGLE)
    TNT1 A 0 A_SpawnItemEx("Scorchy", 0, 0, 32, 20, 0, 0, 180, SXF_ABSOLUTEANGLE)
    TNT1 A 0 A_SpawnItemEx("Scorchy", 0, 0, 32, 20, 0, 0, 225, SXF_ABSOLUTEANGLE)
    TNT1 A 0 A_SpawnItemEx("Scorchy", 0, 0, 32, 20, 0, 0, 270, SXF_ABSOLUTEANGLE)
    TNT1 A 0 A_SpawnItemEx("Scorchy", 0, 0, 32, 20, 0, 0, 315, SXF_ABSOLUTEANGLE)
    BEXP D 5 BRIGHT A_Explode
    BEXP E 10 BRIGHT
    BEXP E 1050 BRIGHT A_BarrelDestroy
    BEXP E 5 A_Respawn
    Wait
  }
}

ACTOR Scorchy : FastProjectile
{
  Decal "Scorch"
  Height 1
  Projectile
  Radius 3
  States
  {
  Spawn:
    TNT1 A 1
  Death:
    TNT1 A 1
    Stop
  }
}
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