The "How do I..." Thread

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

Post by Sephiron »

I'm trying to learn how to make Melee weapons for hexen. Can someone give me an example?
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cq75
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Re: The "How do I..." Thread

Post by cq75 »

we have the DECORATE code in the zdoom wiki, [wiki]Classes:Hexen#Weapons[/wiki], if that's what you're looking for
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Sephiron
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Re: The "How do I..." Thread

Post by Sephiron »

cq75 wrote:we have the DECORATE code in the zdoom wiki, [wiki]Classes:Hexen#Weapons[/wiki], if that's what you're looking for
I saw that. It barely goes into detail at all on how to call custom_punches, and I'm confused as fuck.
All I want to do Is make a simple club. I have ALL the graphics for the frames, I know how to put the frames in and where to put them, but I'm clueless when It comes to actually making the custom_punch. If someone can just show me an example of something they just whipped up, maybe I can learn from It.
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Potnop
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Re: The "How do I..." Thread

Post by Potnop »

I used A_FireBullets to make the shotgun, pistol, and chaingun have vertical spread as well as horizontal spread in a weapons mod I made, which is also how KDIZD did it. There is something similar for melee attacks that I saw...

I'm wondering if there's a way to alert monsters in a range of the player. I modded all the doom weapons to have reload animations and I'm almost done. I jsut think it'd be cool to have the sounds played while reloading alert the monsters as well as firing the weapon. It's just that I don't want a monster like 50 feet away to be alerted by a quiet clicking sound. I'm calling A_AlertMonsters right before each gun shot to alert the monsters normally. I have to do this manually and add a +weapon.NOALERT flag to the weapon decorate so that reloading doesn't alert them by default because the reload state uses altfire. I'm wondering if there's a way to do something similar to A_AlertMonsters with a range... If not, it'd be a cool feature to add to Zdoom hint hint? A_AlertMonsters could take a parameter or something for max distance.
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Re: The "How do I..." Thread

Post by Sinfis »

Thanks a lot, NeuralStunner!!! I'll try to freeze my gameworld with that! 8-)
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Sephiron
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Re: The "How do I..." Thread

Post by Sephiron »

How do I make my deep water deal damage after a while of being underwater? I've tried delayed damage (weak) on my control sector, but It only works WHEN I'm in the actual control sector and not when I'm underwater. I want the same exact effect as delayed damage (weak) too, but I don't want it to tint green (Maybe get it to tint white or black) and instead of %0 mutated, I want it to be the water obituary, which is %0 can't swim.

Thanks in advanced!
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Re: The "How do I..." Thread

Post by InsanityBringer »

Drowning should be automatic. The delay can be configured in [wiki]MAPINFO[/wiki]
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Re: The "How do I..." Thread

Post by Sephiron »

InsanityBringer wrote:Drowning should be automatic. The delay can be configured in [wiki]MAPINFO[/wiki]
Really? Mk thanks.
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Re: The "How do I..." Thread

Post by Akira_98 »

I'm having a problem with a strife dialog script (in USDF). I can't find where to put nomessage and yesmessage. Here's the code:

Code: Select all

namespace = "Strife";
include = "SCRIPT00";

conversation
{
	actor = 2;
	page
	{
		name = "Bernd Luft";
		dialog = "Welcome. What do you need?";
		choice
		{
			text = "Electric bolts";
			giveitem = 186;
			nextpage = 1;
			yesmessage = "Use it well."
			nomessage = "You can't afford it!"
			cost
			{
				item = 168;
				amount = 10;
			}
		}
		choice
		{
			text = "Assault ammo";
			giveitem = 180;
			nextpage = 1;
			yesmessage = "Use it well."
			nomessage = "You can't afford it!"
			cost
			{
				item = 168;
				amount = 40;
			}
		}
	}
}
I've tried to put them everywhere, and this is the format I thought would work (It doesn't). What am I doing wrong here?

EDIT: DOH! I'm an idiot. Missed the simple one (Again). :?
Last edited by Akira_98 on Wed Jul 14, 2010 2:11 am, edited 1 time in total.
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Sephiron
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Re: The "How do I..." Thread

Post by Sephiron »

How do I make It so a thing doesn't face you whenever?
Like when facing the front of the thing, It has a front graphic, facing the side has a side graphic.

My front graphic is SHIPA0
My back graphic is SHIPB0
My left graphic is SHIPC0
and my right graphic is SHIPD0.
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Re: The "How do I..." Thread

Post by NeuralStunner »

[wiki=Sprite]Read this[/wiki]. And bookmark this: http://zdoom.org/wiki
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Sephiron
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Re: The "How do I..." Thread

Post by Sephiron »

NeuralStunner wrote:[wiki=Sprite]Read this[/wiki]. And bookmark this: http://zdoom.org/wiki
Too late, It's already bookmarked.
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Chronos
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Re: The "How do I..." Thread

Post by Chronos »

I was looking throught GetPlayerInput in wiki and now have question. There is BT_USER1-4 buttons but how to define them?
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cq75
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Re: The "How do I..." Thread

Post by cq75 »

Sephiron wrote:How do I make It so a thing doesn't face you whenever?
Like when facing the front of the thing, It has a front graphic, facing the side has a side graphic.

My front graphic is SHIPA0
My back graphic is SHIPB0
My left graphic is SHIPC0
and my right graphic is SHIPD0.
You're doing it wrong, A,B,C,D designate frames. If you had an animated texture, you would name the first sprite SHIPA0, then the second SHIPB0, etc. Then you'd use DECORATE to specify when and how long to display each frame.

but since it seems like you only have one frame, you're looking to add rotations. Right now, if you coded what you have here in decorate in order, your actor would spin dance.


anyway

For rotations of the same frame, you should be changing the number on the end, not the letter.

For example, you might want to try renaming your sprites this

SHIPA0 as the front graphic
SHIPA3 as the right rotation
SHIPA5 as the back rotation
SHIPA7 as the left rotation

I might have reversed SHIPA3 and SHIPA7, because I'm not sure if you're talking right from the actor's perspective or right from the player's perspective.



then you make a decorate definition
e.g, if your actor is a non-interactive decoration

Code: Select all

Actor youractornamehere
{
       Radius 1337
       Height  1337
       +SOLID

       States
       {
              Spawn:
                          SHIP A -1
                          stop
       }
}
replace 1337 with a more reasonable height and radius.

and that's it. You don't need to specify the angle in decorate, the engine does that by itself.
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Sephiron
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Re: The "How do I..." Thread

Post by Sephiron »

Yeah, I already got it. Thanks anyways. The link to the wiki article actually proved useful, because I didn't know rotation would be in there. Anyways, /ends discussion.
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