The "How do I..." Thread
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Re: The "How do I..." Thread
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.
Edit: I got it working.
Re: The "How do I..." Thread
I'm not sure.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.
Code: Select all
+SHOOTABLE
-NOBLOCKMAP
Health 1And... 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.
- insightguy
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Re: The "How do I..." Thread
how do I make a "power up" last a whole level and can be carried along different levels?
Powerup.Duration 0?
Powerup.Duration 0?
Re: The "How do I..." Thread
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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Blue Shadow
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Re: The "How do I..." Thread
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.insightguy wrote:how do I make a "power up" last a whole level and can be carried along different levels?
Powerup.Duration 0?
As for how to make it stay when travelling between levels, you use INVENTORY.PERSISTENTPOWER flag.
Re: The "How do I..." Thread
Looks like you can. When I tested it, it worked without any errors for me.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.
I hope this is possible. If it isn't, I'm just going to have to go with the bigger filesize. D: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)?
- BigProjectAlone
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Re: The "How do I..." Thread
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
Re: The "How do I..." Thread
is there a way to prevent a wall to get blood decals?
Re: The "How do I..." Thread
Why would you want to do that? Just out of curiosity.
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Blue Shadow
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Re: The "How do I..." Thread
Define the texture in question in [wiki]TEXTURES[/wiki] and add the NoDecals option to the definition.Ravick wrote:is there a way to prevent a wall to get blood decals?
- Sgt Dopey
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Re: The "How do I..." Thread
Decals on animated texture look sillyZombieguy wrote:Why would you want to do that? Just out of curiosity.
Re: The "How do I..." Thread
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. 
- ChronoSeth
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Re: The "How do I..." Thread
Only on fluid textures.jaegerman45 wrote:Decals on animated texture look silly
Re: The "How do I..." Thread
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?
[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?
- hideousdestructor
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Re: The "How do I..." Thread
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.
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.

