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.
Re: The "How do I..." Thread
SO I was wondering, is there any way to overslap a sprite over another? Like, I want to have a "fuzzy"/"spectre"-ish effect over this monster with a regular sprite
I'm willing to expand a little bit regarding this question if you guys happen to have any doubts
I'm willing to expand a little bit regarding this question if you guys happen to have any doubts
Re: The "How do I..." Thread
Sure
You can "steal" its camo and use it on other enemies as well.
You can "steal" its camo and use it on other enemies as well.
Re: The "How do I..." Thread
Yeahhhh...I think I should expand my questionLostSkull wrote:Sure
You can "steal" its camo and use it on other enemies as well.
You see, let's put it like this. I want to mimick more or less how the Revenant looks in Doom 3; the monster has this semi-transparent layer over its legs and lower body.
Spoiler: Example picI was planning to overlay this set of thicker legs (with the fuzz effect) over the new revenant sprite I have, and make it look more or less like the D3 counterpart; but I am not even sure if it's even possible to overlay a separate set of sprites over another monster in the first place. THAT'S what I want to know
- The Zombie Killer
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Re: The "How do I..." Thread
I'm pretty sure you have to put them both in the explosion.cortlong50 wrote:The Zombie Killer wrote:[wiki]A_RadiusThrust[/wiki]cortlong50 wrote:How do I make explosions push actors?
I know it's possible.
I just don't know what wiki to read.
Thanks dude. Is there anyway to do a thrust with the explosive command or do I have to put both radius thrust and explode in the explosion?
Re: The "How do I..." Thread
This modified Demolisher from r667 occasionally zones out and shoots at nothing, I don't know what the problem is.
Spoiler:
- cortlong50
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Re: The "How do I..." Thread
Thanks dude. Is there anyway to do a thrust with the explosive command or do I have to put both radius thrust and explode in the explosion?[/quote]
I'm pretty sure you have to put them both in the explosion.[/quote]
Thanks dude. I got it. But it's spotty for some reason along with my a_radiusquake line. They work sometimes and then after like three grenades stop. (This is during testing. During the game I don't have any problems).
I was messing with brutal doom code (no I'm not going to release another god damn "my own version of brutal doom" packs haha) and the barrel doesn't have the thrust line...yet it works damn well on that. Hence t confusion. Any ideas? If you wanna investigate checkout the fireworks lump. It's weird.
Also mine won't work unless it's up to like 4000 ehich seems extremely high by my math.
I am new but I'm not dumb so I may be overlooking something or it may just be the way it works. I don't know.
I'm pretty sure you have to put them both in the explosion.[/quote]
Thanks dude. I got it. But it's spotty for some reason along with my a_radiusquake line. They work sometimes and then after like three grenades stop. (This is during testing. During the game I don't have any problems).
I was messing with brutal doom code (no I'm not going to release another god damn "my own version of brutal doom" packs haha) and the barrel doesn't have the thrust line...yet it works damn well on that. Hence t confusion. Any ideas? If you wanna investigate checkout the fireworks lump. It's weird.
Also mine won't work unless it's up to like 4000 ehich seems extremely high by my math.
I am new but I'm not dumb so I may be overlooking something or it may just be the way it works. I don't know.
- TheDarkArchon
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Re: The "How do I..." Thread
Sam: That's A_SpidRefire at work; A_SpidRefire (and A_CPosRefire) have a chance of continuing to fire after LOS has been broken. To fix this, change it out with [wiki]A_MonsterRefire[/wiki](0, See)
Re: The "How do I..." Thread
How i do to save MD3 files in Misfit Model 3d v 1.3.8?
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Re: The "How do I..." Thread
As I'm not a programmer, I can't tell you if what you have in mind (A_JumpIfChildrenAmount) is possible or not, but I'm leaning to say that it could be. If you want, you can go ahead with requesting the feature - I mean, you never know...Henderick wrote:The thread you are pointing to mainly refers to A_GiveToChildren or A_CheckChildInventory possibilities and AAPTR pointers, but when I read it I'm not sure if it also completely rejects suggestions like a simple check on how many children a master has or so.
So could I create a suggestion out of it in the Suggestionthread? Something like A_JumpIfChildrenAmount, which in fact is the only check I need
In my head it does not sound like it has any relation to the complications mentioned in the Thread, correct me if I'm wrong
Re: The "How do I..." Thread
Something's wrong with my skull key.
I took the sprite from the Resource Request thread :
This is what I see in the very first frame (really, no time to blink) when the game starts :
By the way, Zandronum says InterHubAmount is an unknown flag, and GZDoom says the 0 is unexpected... So for the screens I used InterHubStrip. (even if supposedly deprecated)
As you can see, I'm totally lost. Working into this is not my level.
Could someone help me for all of this ?
I took the sprite from the Resource Request thread :
Spoiler:Here's what I have in my WAD file, and my DECORATE lump. You can also see the Sprite names :
Spoiler:Here is the rendering in-game. (I placed 4 skulls, various heights) Tried both GZDoom and Zandronum, almost same result :
This is what I see in the very first frame (really, no time to blink) when the game starts :
Spoiler:Then, this is what I see after this :
Spoiler:It seems all the skulls are below the floor...
By the way, Zandronum says InterHubAmount is an unknown flag, and GZDoom says the 0 is unexpected... So for the screens I used InterHubStrip. (even if supposedly deprecated)
As you can see, I'm totally lost. Working into this is not my level.

Could someone help me for all of this ?
Re: The "How do I..." Thread
SLADE's syntax highlighting does not use random colors. Blue for keywords (like properties), pink for constants (like flags).
What does it tell you that you have +INVENTORY.INTERHUBAMOUNT and it's blue, while +DONTGIB right above is pink? It's not a flag, it's a property. Don't put a + in front of it. And don't write it in all-caps. It's not needed at all (DECORATE is case-insensitive) but it helps distinguish flags from properties visually. Even more than syntax highlighting.
What does it tell you that you have +INVENTORY.INTERHUBAMOUNT and it's blue, while +DONTGIB right above is pink? It's not a flag, it's a property. Don't put a + in front of it. And don't write it in all-caps. It's not needed at all (DECORATE is case-insensitive) but it helps distinguish flags from properties visually. Even more than syntax highlighting.
- WARCHILD_89
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Re: The "How do I..." Thread
I wonder how to select a weapon or inventory thing by keybind...
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Re: The "How do I..." Thread
You do the binding first, by typing something like this in the console:
The shotgun will bound to "t" and MyAwesomeItem will be bound to "u".
Edit: Of course, in the case of the item, it will be used if you have it in your inventory upon pressing the bound key.
Code: Select all
bind t "use shotgun"
bind u "use myawesomeitem"
Edit: Of course, in the case of the item, it will be used if you have it in your inventory upon pressing the bound key.
Last edited by Blue Shadow on Mon Dec 23, 2013 5:24 pm, edited 1 time in total.
Re: The "How do I..." Thread
[wiki]A_SelectWeapon[/wiki] and [wiki]UseInventory[/wiki].WARCHILD_89 wrote:I wonder how to select a weapon or inventory thing by keybind...