The "How do I..." Thread

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

Post by arachnotron »

arachnotron wrote:
Kappes Buur wrote:
arachnotron wrote: what to do with this?
Use a switch instead of a linedef in front of the door.
Spoiler:
But I don't want to use a switch. Im making a realistic map and doors must be opened by pushing them not with switches.
Anyone knows a solution?

I've tried several different delay values and 35*1 seems like the minimum in order for it to not glitch when I spam use on the linedef, but 1 second of delay is too long...

Why isn't the script waiting until the polyobject has moved to do anything else?

I also want to add a sound right when the door closes, like a slam shut sound, and I remember reading there was a way to trigger something right when a movement is completed. Perhaps it could be done too to avoid the glitch when you spam use on the linedef, but isn't TagWait supposed to do that?
Im not sure if im being clear.
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zrrion the insect
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Re: The "How do I..." Thread

Post by zrrion the insect »

[wiki]Tagwait[/wiki] is probably what you need.
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HexenMapper
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Re: The "How do I..." Thread

Post by HexenMapper »

HexenMapper wrote:Is there a way to display par times in heretic?

I've set

par = 90

in MAPINFO but no par time displays when the level is completed. Do I need to set up something in the intermission definition? and if so, what?

Thanks
Anyone have an idea on this?
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Jekyll Grim Payne
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Re: The "How do I..." Thread

Post by Jekyll Grim Payne »

How do I convert GZdoom Doom in Hexen format into UDMF?

UPD: nvm, I managed to do it using the converter from the wiki.
Nevander
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Re: The "How do I..." Thread

Post by Nevander »

You can also just change the map in Map Options to UDMF. Hexen format is quite similar so most line actions and stuff should still be the same.
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Jekyll Grim Payne
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Re: The "How do I..." Thread

Post by Jekyll Grim Payne »

arachnotron wrote:[wiki][/wiki]
I've tried several different delay values and 35*1 seems like the minimum in order for it to not glitch when I spam use on the linedef, but 1 second of delay is too long...

Why isn't the script waiting until the polyobject has moved to do anything else?

I also want to add a sound right when the door closes, like a slam shut sound, and I remember reading there was a way to trigger something right when a movement is completed. Perhaps it could be done too to avoid the glitch when you spam use on the linedef, but isn't TagWait supposed to do that?
Im not sure if im being clear.
I don't really see a big problem here. Make the door faster and the delay shorter. You don't want the player to be able to activate the door again before it finished opening/closing, right? I don't think many modern games allow interacting with the door while it's moving. I'm doing a similar thing in my project right now and I have doors that open at the speed of 32, angle 64 (90 degrees) and it takes 24 tics for a door to open/close. Feels perfect to me.

On second thought, disregard that completely, Polywait is absolutely the superior option here.

As for the second thing, you need to define the door in [wiki]SNDSEQ[/wiki]. It'll be something like this:

Code: Select all

:WoodenSlideDoor
	door		2
	play		door/slide/small/mid
	stopsound	door/slide/small/end
end
The stopsound is played when it stops moving.
Last edited by Jekyll Grim Payne on Fri Sep 29, 2017 8:45 am, edited 2 times in total.
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Mikk-
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Re: The "How do I..." Thread

Post by Mikk- »

zrrion the insect wrote:[wiki]Tagwait[/wiki] is probably what you need.
If it's for PolyObjects then you need [wiki]PolyWait[/wiki]
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ramon.dexter
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Re: The "How do I..." Thread

Post by ramon.dexter »

Is there a way how to change the size of inventory boxes, when the full inventory bar is shown?
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Re: The "How do I..." Thread

Post by Jekyll Grim Payne »

Is it possible to customize the 'direction' of the warping effect in ANIMDEFS?
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Re: The "How do I..." Thread

Post by Blue Shadow »

ramon.dexter wrote:Is there a way how to change the size of inventory boxes, when the full inventory bar is shown?
The engine uses a graphic named ARTIBOX to draw those boxes, so replace that with your own.
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Recurracy
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Re: The "How do I..." Thread

Post by Recurracy »

Hey guys, long time no see.

I got a couple of PNG sprites that I wanna use as weapon sprites but I forgot how to do that. They're pretty damn huge, needless to say I don't want it to take up all my screen :P There was a way to scale 'em down but I forgot how.
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Accensus
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Re: The "How do I..." Thread

Post by Accensus »

Recurracy wrote:Hey guys, long time no see.

I got a couple of PNG sprites that I wanna use as weapon sprites but I forgot how to do that. They're pretty damn huge, needless to say I don't want it to take up all my screen :P There was a way to scale 'em down but I forgot how.
Use TEXTURES.
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Re: The "How do I..." Thread

Post by Jekyll Grim Payne »

Is it possible to make it so that when weapon enters Fire/AltFire states, it doesn't make the playerpawn enter its Missile state?
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Matt
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Re: The "How do I..." Thread

Post by Matt »

Does the player enter the Missile state if the weapon is not calling A_WeaponReady and you're just holding fire? If not, then you could try constantly polling player.cmd.buttons instead of actually calling A_WeaponReady (or using WRF_NOFIRE so you still get bobbing).

If it does, then you might need to override some player stuff.
(If you just want to exclude this particular situation, you'd have to go to where PlayAttacking() is called and see what should be done about it; if you want to remove that behaviour entirely, you should be able to just override PlayAttacking() with a function that does nothing.)
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breadbagfly
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Re: The "How do I..." Thread

Post by breadbagfly »

"Unable to find "DoomPlayer" class to replace, while parsing "DUDE"."

"Unable to find "Weapon" class to inherit from, while parsing "Flaregun:15001"."

been trying 2 get back to mapping after assembling the old mod as .pk3 and this kinda shit keeps happening. ive checked all paths and other things in the pk3 and editor and everything is ok, but still gzdoombuilder likes to pretend decorates, or hell even core game classes apparently never existed, which is so odd

interestingly i once tried loading troodon (the dumbass 'turok' mod) and it would give the exact same crap, and all decorates be missing. despite i have mapped it with the exact same version of editor just couple of months ago without problem. more interestingly i loaded UNI, and that worked flawlessly so wtf is going on lol.

im sort of thinking whenever i should just completely reinstall the doombuilder, or lose myself on figuring out "right" pk3 file structure. the latter is unlikely cus as mentioned UNI worked perfectly and its reckless in comparison of this new mod or even the "turok" mod. or if someone actually has similar experience of such to share info, im out of ideas thats for sure lol
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