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

What about a fast projectile? I'm not sure how that may affect performance, but it should do what you need.
Spoiler:
cortlong50 wrote:is there any way to use (and include) brightmaps in a .wad without having to save the entire thing as a .PK3 (i hate gzdoom builder and dont want to us it...it crashes too often for me).
if so....how?
Apeirogon wrote:https://youtu.be/FIcjmx-Ta88
Or you understood something wrong, or one out of two.Spoiler:
But it still cause pain, despite of zero damage.
heehoo wrote:Apeirogon wrote:https://youtu.be/FIcjmx-Ta88
Or you understood something wrong, or one out of two.Spoiler:
But it still cause pain, despite of zero damage.
Huh, I guess I did misunderstand. This works perfectly, and the pain thing could be avoided by designing maps appropriately, so I guess that shouldn't be too much of an issue. Thanks for sorting this out!
heehoo wrote:I've now also made it such that the railgun attack temporarily increases the target's pain threshold to 1 instead of 0, so this works 100% perfectly now
Apeirogon wrote:heehoo wrote:I've now also made it such that the railgun attack temporarily increases the target's pain threshold to 1 instead of 0, so this works 100% perfectly now
How?
A_SetPainThreshold(1,2)
heehoo wrote:cortlong50 wrote:is there any way to use (and include) brightmaps in a .wad without having to save the entire thing as a .PK3 (i hate gzdoom builder and dont want to us it...it crashes too often for me).
if so....how?
Not sure if this would help, but I remember .PK3s working if you just dump all of their contents into a .wad, resulting in a .wad that includes and automatically loads the .PK3's stuff. This would be good if your only concern is that the .wad and .PK3 would be separated, , since you could either make it into a .PK3 and dump it in, or just immediately dump the contents in without making it a .PK3 depending on how all the formatting stuff works. However, I've got nothing if the actual problem is that the .PK3-making process is a pain and is a problem by itself.
cortlong50 wrote:(one reason im not a fan of this whole wait to be approved thing...i cant edit my comments)
BigProjectAlone wrote:Is there a way to change monster height through a function ?