Why are people still using, reusing, and suggesting those terrible old functions?! [wiki=A_ChangeVelocity]Why not let bad habits die.[/wiki]D2JK wrote:Try A_Recoil, the angle shouldn't matter. Combine with ThrustThingZ, if you need a tad of vertical thrust as well.
The "How do I..." Thread
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- NeuralStunner
-
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Re: The "How do I..." Thread
- Carbine Dioxide
- Posts: 1936
- Joined: Thu Jun 12, 2014 3:16 pm
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Re: The "How do I..." Thread
That's a little better. While I am here, is there an action that jumps to a state based on how much damage the actor is taking? Maybe a action that jumps to a state based on what the damage type is? Like a JumpIf or something?
- BigProjectAlone
- Posts: 780
- Joined: Wed Mar 21, 2012 5:38 am
- Location: canada
Re: The "How do I..." Thread
hello! i need help because i can't figure this out at all..
i've managed to do my character that walk and you can press the use key on it to talk with her.
all works fine, the only problem is the Hudmessage that doesn't want to appear in the screen.
if i use the PUKE ** cheat it works well.. but if i do press use key on the character it doesn't show up?
here is my character decorate:
and here is the script in map:
can you help me please?
i've managed to do my character that walk and you can press the use key on it to talk with her.
all works fine, the only problem is the Hudmessage that doesn't want to appear in the screen.
if i use the PUKE ** cheat it works well.. but if i do press use key on the character it doesn't show up?
here is my character decorate:
Code: Select all
ACTOR Alyza : switchingdecoration replaces Alyza2 7080
{
//$Category Characters
xscale 0.43
yscale 0.53
Health 5000
Radius 20
Height 68
Mass 175
Speed 5
+FLOORCLIP
+solid
Activation THINGSPEC_Activate
+USESPECIAL
States
{
Spawn:
KUJO AABBCCDD 5 A_Wander
Loop
Active:
KUJO A 1 A_facetarget
KUJO A 200 Acs_execute(55,0)
Goto Spawn
}
}
ACTOR Alyza2 7301
{
//$Category Characters
xscale 0.43
yscale 0.53
Health 5000
Radius 20
Height 68
Mass 175
Speed 5
Damage 6
Painchance 60
Monster
+FLOORCLIP
+TELESTOMP
+invulnerable
SeeSound "SHESIT"
PainSound "SHEPAIN"
DeathSound "SHEPAIN"
ActiveSound "SHEACT"
HowlSound "SHEPAIN"
Obituary "%o as been purified by Alyza..."
States
{
Spawn:
KUJO AABBCCDD 5 A_Wander
KUJO A 1 A_JumpIfcloser(32,2)
Loop
Pain:
KUJO L 7 A_Pain
Goto See
Death:
TNT1 A 1 A_SPawnitem("MySpawnermoyen")
KUJO L 8
KUJO N 1
KUJO N 5 A_Scream
KUJO N 1 A_NoBlocking
KUJO O 30000
KUJO O 1 A_Respawn
Stop
Burn:
TNT1 A 1 A_SPawnitem("MySpawnermoyen")
KUJO L 1 A_Spawndebris("FEMMEBURN")
SUCO Z 25000
SUCO Z 1 A_Respawn
stop
}
}
Code: Select all
script 55 (void)
{
delay(21);
HudMessage(s:"You: Alyza your father want you to come home.";
HUDMSG_PLAIN, 0, CR_gold, 0.5, 0.8, 5.0);
delay(10*17);
ActivatorSound("AL1",255);
hudmessage(s:"Alyza: who are you?, anyway.. thank you. i'll be there soon.";
HUDMSG_PLAIN, 0, CR_red, 0.5, 0.8, 5.0);
thing_remove(143);
acs_execute(3,10,0,0,0);
}
Re: The "How do I..." Thread
You need to use THINGSPEC_Activate|THINGSPEC_ThingTargets as the activation value, and in your script you need to call [wiki]SetActivatorToTarget[/wiki] before the HUDMessage functions.
The script is run from the actor's state, so its activator is always the switchingdecoration.
Alternatively, instead of running script 55 from the state, give the Alyza decoration the 80:[wiki]ACS_Execute[/wiki](55) special. Then activating it will run the script using the trigger as the activator.
The script is run from the actor's state, so its activator is always the switchingdecoration.
Alternatively, instead of running script 55 from the state, give the Alyza decoration the 80:[wiki]ACS_Execute[/wiki](55) special. Then activating it will run the script using the trigger as the activator.
- BigProjectAlone
- Posts: 780
- Joined: Wed Mar 21, 2012 5:38 am
- Location: canada
Re: The "How do I..." Thread
Gez wrote:You need to use THINGSPEC_Activate|THINGSPEC_ThingTargets as the activation value, and in your script you need to call [wiki]SetActivatorToTarget[/wiki] before the HUDMessage functions.
The script is run from the actor's state, so its activator is always the switchingdecoration.
Alternatively, instead of running script 55 from the state, give the Alyza decoration the 80:[wiki]ACS_Execute[/wiki](55) special. Then activating it will run the script using the trigger as the activator.
thank you very very much!
- xenoxols
- Posts: 2133
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- Location: Behind you
Re: The "How do I..." Thread
How do you make the screen not flash red when you take a lot of damage?
- WARCHILD_89
- Posts: 452
- Joined: Sun Nov 17, 2013 12:27 pm
- Graphics Processor: nVidia with Vulkan support
- Location: MIA between doomed dimensions
Re: The "How do I..." Thread
I have a problem:
The wiki says that a projectile can enter different death states depending on what it hits:
Death state: When hitting a wall (decals and effects work fine)
XDeath State: When hitting a bleeding actor (spawning brutal doom blood, works fine, too)
Crush: When hitting a non-bleeding actor (for example the enemy is a vechicle, it spawns metal junk but that does not work....
)
So When an actor has the +NOBLOOD flag set, my projectile should enter its crush state and spawn metal chunks but for some reason it doesn´t....... >
Monsters with the the +NOBLOOD flag set still bleed.....
With other words, my projectile never enters its crush state, no matter if +NOBLOOD is set or not
This is the projectile code
Actor Nemesis_Bullet : FastProjectile //Not doing damage at all, but managing its death states
{
RenderStyle Add
Alpha 0.8
YScale 0.12
XScale 0.3
Speed 100
radius 10
height 8
damage 0
Decal "BulletChip"
SeeSound "Whizby"
States
{
Spawn:
TRAC A 1 bright
loop
Death:
TRAC A 1 A_SpawnItem("NewBulletpuff") // When hitting a wall
stop
XDeath:
NULL A 1 A_CustomMissile ("Brutal_Blood", 8, 0, random (0, 360), 2, random (0, 160)) //When hitting a monster
Stop
crush:
NULL A 1 A_CustomMissile ("Junky", 8, 0, random (0, 360), 2, random (0, 160)) //DOES NOT WORK
Stop
}
}
Actor Nemesis_SHT_Bullet : Nemesis_Bullet //This is what does the damage to mosters, but this works fine
{
Damage 3
}
The wiki says that a projectile can enter different death states depending on what it hits:
Death state: When hitting a wall (decals and effects work fine)
XDeath State: When hitting a bleeding actor (spawning brutal doom blood, works fine, too)
Crush: When hitting a non-bleeding actor (for example the enemy is a vechicle, it spawns metal junk but that does not work....

So When an actor has the +NOBLOOD flag set, my projectile should enter its crush state and spawn metal chunks but for some reason it doesn´t....... >

Monsters with the the +NOBLOOD flag set still bleed.....
With other words, my projectile never enters its crush state, no matter if +NOBLOOD is set or not
This is the projectile code
Actor Nemesis_Bullet : FastProjectile //Not doing damage at all, but managing its death states
{
RenderStyle Add
Alpha 0.8
YScale 0.12
XScale 0.3
Speed 100
radius 10
height 8
damage 0
Decal "BulletChip"
SeeSound "Whizby"
States
{
Spawn:
TRAC A 1 bright
loop
Death:
TRAC A 1 A_SpawnItem("NewBulletpuff") // When hitting a wall
stop
XDeath:
NULL A 1 A_CustomMissile ("Brutal_Blood", 8, 0, random (0, 360), 2, random (0, 160)) //When hitting a monster
Stop
crush:
NULL A 1 A_CustomMissile ("Junky", 8, 0, random (0, 360), 2, random (0, 160)) //DOES NOT WORK
Stop
}
}
Actor Nemesis_SHT_Bullet : Nemesis_Bullet //This is what does the damage to mosters, but this works fine
{
Damage 3
}
-
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- Joined: Sun Nov 14, 2010 12:59 am
Re: The "How do I..." Thread
[wiki=Player_properties#Player.DamageScreenColor]Player.DamageScreenColor[/wiki] has an intensity parameter. Try that.xenoxols wrote:How do you make the screen not flash red when you take a lot of damage?
Re: The "How do I..." Thread
I don't know why it doesn't work, but please, do not use NULL A as a state; use TNT1 A, thanks.
- TheBadHustlex
- Posts: 1914
- Joined: Thu Oct 03, 2013 12:50 am
- Location: 'stria
Re: The "How do I..." Thread
Help please.
I manually deleted two textures (including their patches) from my texture-directories. Now, when I try to start the game, it says "Bad Texture-Directory". What can I do to fix that?
This is as far as the execution goes:
I manually deleted two textures (including their patches) from my texture-directories. Now, when I try to start the game, it says "Bad Texture-Directory". What can I do to fix that?
This is as far as the execution goes:
Spoiler:
- Vincent(PDP)
- Posts: 60
- Joined: Fri May 16, 2014 3:49 pm
- Location: Sweden
- Contact:
Re: The "How do I..." Thread
If this is a wad/pk3:TheBadHustlex wrote:Help please.
I manually deleted two textures (including their patches) from my texture-directories. Now, when I try to start the game, it says "Bad Texture-Directory". What can I do to fix that?
This is as far as the execution goes:Spoiler:
Edit the texture file and the Patch Names file and remove your texture from there too.
- WARCHILD_89
- Posts: 452
- Joined: Sun Nov 17, 2013 12:27 pm
- Graphics Processor: nVidia with Vulkan support
- Location: MIA between doomed dimensions
Re: The "How do I..." Thread
Gez wrote:I don't know why it doesn't work, but please, do not use NULL A as a state; use TNT1 A, thanks.
Change Frame names. TNT1 A looks better to me, too.
I still don´t understand why Death and Xdeath are working but the CRUSH state does not but I think "CheckIfInTargetInventory("nonbleeding",1,"crush")" should solve this...not the best way....

- TheBadHustlex
- Posts: 1914
- Joined: Thu Oct 03, 2013 12:50 am
- Location: 'stria
Re: The "How do I..." Thread
Well, that's where I deleted them from. They are not there, but the game won't run...Vincent(PDP) wrote: If this is a wad/pk3:
Edit the texture file and the Patch Names file and remove your texture from there too.
Re: The "How do I..." Thread
It's not "crush", but "crash".I still don´t understand why Death and Xdeath are working but the CRUSH state does not

Actor states , Projectile (maybe you knew these two already).
- Carbine Dioxide
- Posts: 1936
- Joined: Thu Jun 12, 2014 3:16 pm
- Location: Anywhere.
Re: The "How do I..." Thread
This isn't really a "How Do I" question, but can anyone one tell me if the blood on pain.head is coming out of the zombie man's head? I looked at it in game, and it's so fast, I can't tell.
Code: Select all
Pain.Head:
POSS G 3
TNT1 A 0 A_SpawnDebris("NashgoreFlyingBlood", 1, 0, 2)
POSS G 3 A_Pain
Goto See