try starting with 15000 or 16000, then work up.Apeirogon wrote:Yes. Try number 32766, 516, 32111, do not work.
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
- Matt
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Re: The "How do I..." Thread
Start a new thread and post a link to the project. It's almost certainly some way that the files are arranged that we won't be able to figure out from a description.Apeirogon wrote:What could be the reason that the engine does not see my weapon?
Get sprite, code, sound, progectile, define all in decorate.main, even create playerpawn and keyconf. And even try to replace weapon in weapon mod, weapon_of_saturn pack, it do not work.
What i do wrong?
Re: The "How do I..." Thread
The same thing with monster and projecnile sprite. Fully invisible imp, like i`m write TNT1 instead SDDM.
I can give simple zombie godlike power which allow him conquer 2/3 of the universe using inheritance, but cant give him new skin.
What is this? Masons conspiracy to prevent creating godlike zombie? What i do wrong? Can some one give me step-be-step instruction for dummies with Down syndrome how create own actors?
I can give simple zombie godlike power which allow him conquer 2/3 of the universe using inheritance, but cant give him new skin.
What is this? Masons conspiracy to prevent creating godlike zombie? What i do wrong? Can some one give me step-be-step instruction for dummies with Down syndrome how create own actors?
Re: The "How do I..." Thread
Brute force all number?ArmorNox wrote:try starting with 15000 or 16000, then work up.Apeirogon wrote:Yes. Try number 32766, 516, 32111, do not work.
And if so, why in other mod actors work without numbers?
- Matt
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Re: The "How do I..." Thread
Yeah, that number thing makes no sense to me.
Please post your project, it's almost certainly something that you wouldn't be able to describe to us because it's not something anyone here would know to specifically look for.
Please post your project, it's almost certainly something that you wouldn't be able to describe to us because it's not something anyone here would know to specifically look for.
Re: The "How do I..." Thread
That what i do after first glitch. I look in several random mod pk4, saw that there exist tree of directory "sprite/enemies/imp/AAAA_Z16" or "decorate/imp.decorate" or "sounds/weapon/miss_less_launcher" and make the same tree in my pk4. It not work.Vaecrius wrote:some way that the files are arranged
For one imp?Vaecrius wrote:Start a new thread and post a link to the project.
And how you imagine this? "Hi guys. I try replace vanila imp to terminator, but i fail in this. What i do wrong?"
And in addition, i`m shy
- Matt
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Re: The "How do I..." Thread
But the editing board is full of threads like that!
Go ahead and post here, though, it seems from your description it might be relatively simple to explain how to fix.
Go ahead and post here, though, it seems from your description it might be relatively simple to explain how to fix.
- phantombeta
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Re: The "How do I..." Thread
>ZScriptVaecrius wrote:If it's just the gameplay side of it, then a momentary stun could be done with something like:Code: Select all
class stunball:doomimpball replaces doomimpball{ default{ +hittracer } states{ xdeath: BAL1 CDE 4; TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2{ //there are 35 frames here, add/subtract to taste if(!tracer||tracer.health<1){ //check if the tracer is still there destroy(); return; } //add to victim's health so that this does a net total of zero damage tracer.A_GiveInventory("Health"); //damage the victim for 1 point tracer.damagemobj(self,target,1,"stun",DMG_NO_ARMOR); } stop; } }
>Using hacks
I'm pretty sure ZScript was made so we could do less hacks :P
Code: Select all
version "2.5"
class StunBall : DoomImpBall replaces DoomImpBall {
default {
damage 0;
+hitTracer
+forcePain
}
states {
XDeath:
BAL1 CDE 4;
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 { // There are 35 frames here, add/subtract to taste
if (!tracer) { // Check if the tracer is still there
Destroy ();
return;
}
tracer.DamageMobj (self, target, 0, "stun", DMG_NO_ARMOR | DMG_FORCED);
}
stop;
}
}
Re: The "How do I..." Thread
Here terminator code and sprite that i want to borrow from stronghold
http://rgho.st/7SBKNSZC7
Did i copy him wrong!?
http://rgho.st/7SBKNSZC7
Did i copy him wrong!?
Re: The "How do I..." Thread
For replacing sprites, remember offsets need to be right.
Re: The "How do I..." Thread
They dont show even with "iddt" on minimap. And there no flag dontshowaonmap on terminator.
- Matt
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Re: The "How do I..." Thread
Take all of those pngs inside "sprite/terminator/" and put them into a new folder called "sprites/" with an s at the end.
EDIT: Are you trying to replace the imps? Because there's nothing in the code right now telling GZDoom to replace the imps with this new monsters.
@Phantombeta: Would that cause a player to go into painstate? I'm so used to zero damage not causing pain that I have no idea off the top of my head if that would work for a player.
EDIT: Are you trying to replace the imps? Because there's nothing in the code right now telling GZDoom to replace the imps with this new monsters.
@Phantombeta: Would that cause a player to go into painstate? I'm so used to zero damage not causing pain that I have no idea off the top of my head if that would work for a player.
Re: The "How do I..." Thread
Now its work, thanks.
I summon all actors from console because they dont show up until you say me what i do wrong.
As i understand, i cant put all files related to one actor(sprite, music, sound, acs, and so on) in one directory!? I mean put all terminator stuff in directory "pack.name/monster/terminator" and there make a tree "pack.name/monster/terminator/sound", "pack.name/monster/terminator/sprite", "pack.name/monster/etc", or just throw in a pile, to not run around all archive when i star give him new special properties.
I summon all actors from console because they dont show up until you say me what i do wrong.
As i understand, i cant put all files related to one actor(sprite, music, sound, acs, and so on) in one directory!? I mean put all terminator stuff in directory "pack.name/monster/terminator" and there make a tree "pack.name/monster/terminator/sound", "pack.name/monster/terminator/sprite", "pack.name/monster/etc", or just throw in a pile, to not run around all archive when i star give him new special properties.
- Koto
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Re: The "How do I..." Thread
Hi, I got a problem with this script for use in a guided missile weapon. The idea is that the weapon doesn't reload until the missile explodes.
Here's the error message.
Code: Select all
#library "EXTRA"
#include "zcommon.acs"
script 800 (void)
{
if(CheckActorState(11000, "Death") == true)
{
SetActorState(0, "Reload");
}
}
Code: Select all
EXTRA.acs:6: Function checkactorstate is used but not defined.