The "How do I..." Thread

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amv2k9
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Re: The "How do I..." Thread

Post by amv2k9 »

Enjay wrote:It's the making of an item that nullifies the PoisonCloud damage type that is stumping me. I don't suppose you have an example?
I can't test it right now, but since the shrooms do "PoisonCloud" damagetype, I should think you could just:

Code: Select all

actor PowerDontDoDrugs : PowerProtection
{
damagefactor "PoisonCloud", 0.0
inventory.icon "BLAHA0" 
}
Then make a PowerupGiver that gives it.
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Enjay
 
 
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Re: The "How do I..." Thread

Post by Enjay »

I can't test it right now either but I'll give that a go and see what happens. Thank you.

[Edit] Meh, I found time and... I can't get it to work. I tried with a copy of your code and the following (copied and adapted from the Wiki):

Code: Select all

actor PoisonProtector : PowerProtection
{
damagefactor "PoisonCloud", 0.0
inventory.icon "MEGAA0" 
}


actor PoisonProtection : PowerupGiver
{
 inventory.pickupmessage "Mook"
 powerup.color Grey4 0.25
 inventory.maxamount 0
 inventory.usesound "misc/chat"
 powerup.type PoisonProtector
 powerup.duration 1000
 translation "128:143=96:103"
 +AUTOACTIVATE
 +INVENTORY.FANCYPICKUPSOUND
   states
 {
 Spawn:
   MEGA ABCD 4 bright
   loop
 }
}


I can summon the item, I can pick it up, I get the message to confirm that I have done so and I can see a megasphere in the top right of my screen but if I then summon a poisoncloud, I still take damage from it. :?
Last edited by Enjay on Sun Jun 24, 2012 5:46 pm, edited 1 time in total.
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Ravick
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Re: The "How do I..." Thread

Post by Ravick »

It is probably a 'flags work' but I am not getting this to work: How do I make an actor that is hit by projectiles and hitscan but allows monsters to walk into int? :?
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Re: The "How do I..." Thread

Post by hideousdestructor »

+shootable
-solid

(assuming neither "projectile" nor "monster" is set)

My question: How do you make something hard to hit but not randomly never-targeted? (i.e. vanilla Doom rather than ZDoom partial invis)
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amv2k9
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Re: The "How do I..." Thread

Post by amv2k9 »

Vaecrius wrote:How do you make something hard to hit but not randomly never-targeted? (i.e. vanilla Doom rather than ZDoom partial invis)
Not quite sure what you mean, but you could have your weapons give a dummy inventory in the fire state, and then have the enemy check for the item and then have a chance to dash to the side.
Enjay, on protecting the player from mushroom poison clouds, wrote:Meh, I found time and... I can't get it to work.?
Well nuts :? I wonder why that is. I wonder if it's a bug, or expected/needed behavior for some reason.
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Enjay
 
 
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Re: The "How do I..." Thread

Post by Enjay »

I'm still having no joy with this poison cloud thing. I've tried a few different combinations but nothing seems to work. I'm wondering if it is because the damage from the poison cloud has that special poisoning effect on the player.

I have managed to create enemies that are immune to the poison cloud damage but not been able to transfer similar immunity to the player via a powerup. I even tried a custom player class that I have used to alter damage susceptibility for other damage types. The other damage types work as expected but the PoisonCloud damage cannot be increased or decreased via the usual methods. I'm beginning to wonder if this is either something that cannot be done or, perhaps, should be possible but isn't (ie bugged).

[edit] Reported it just in case:

http://forum.zdoom.org/viewtopic.php?f=2&t=33241 [/edit]
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amv2k9
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Re: The "How do I..." Thread

Post by amv2k9 »

How would you change the player's view height, or give the impression that its being changed? This is for Strife; the player has a sort of dash move where they slide along the ground, and the view should be lowered. And no, the ThrustThingZ trick with a "1" in the third field will not work; with Strife's falling damage it kills the player.
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Re: The "How do I..." Thread

Post by Zombieguy »

I'm attempting to add a reloading state to this BFG.
Spoiler:
Spoiler: Keyconf
Why won't it reload?
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amv2k9
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Re: The "How do I..." Thread

Post by amv2k9 »

Zombieguy wrote:I'm attempting to add a reloading state to this BFG. Why won't it reload?
You know, if you have a recent SVN, you don't even need to use inventory hacks any more; just A_WeaponReady with the WRF_ALLOWRELOAD flag.
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Re: The "How do I..." Thread

Post by Zombieguy »

Really? Sweet! But can anyone solve my problem?
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amv2k9
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Re: The "How do I..." Thread

Post by amv2k9 »

If you're not using a CustomInventory item to give the reloading token, and instead having it directly give & take the token, then do this to KEYCONF:

Code: Select all

addmenukey "Reload" +reload 
alias +reload "give Reload"
alias -reload "take Reload"
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Re: The "How do I..." Thread

Post by NeuralStunner »

That will entirely fail when cheats are unavailable.
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amv2k9
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Re: The "How do I..." Thread

Post by amv2k9 »

NeuralStunner wrote:That will entirely fail when cheats are unavailable.
...Which is precisely why everybody uses the "have KEYCONF use a CustomInventory item that gives the dummy inventory item" method.
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Re: The "How do I..." Thread

Post by Zombieguy »

Well, that didn't help much. All of the other reloading weapons work fine besides the BFG.
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Ravick
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Re: The "How do I..." Thread

Post by Ravick »

Vaecrius wrote:+shootable
-solid

(assuming neither "projectile" nor "monster" is set)

My question: How do you make something hard to hit but not randomly never-targeted? (i.e. vanilla Doom rather than ZDoom partial invis)
Thanks! :)

Hum... You mean just for players? I'm afraid it is hardcoded in Zdoom and we can't edit. :(

BYW, is there a way to set "BIGFONT" globally so I don't need to call it in every Print, PrintBold and A_Print?
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