The "How do I..." Thread
Forum rules
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.
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
I'm trying to learn how to make Melee weapons for hexen. Can someone give me an example?
- cq75
- Posts: 1212
- Joined: Sun Dec 27, 2009 9:28 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Just beyond the line horizon
Re: The "How do I..." Thread
we have the DECORATE code in the zdoom wiki, [wiki]Classes:Hexen#Weapons[/wiki], if that's what you're looking for
Re: The "How do I..." Thread
I saw that. It barely goes into detail at all on how to call custom_punches, and I'm confused as fuck.cq75 wrote:we have the DECORATE code in the zdoom wiki, [wiki]Classes:Hexen#Weapons[/wiki], if that's what you're looking for
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.
Re: The "How do I..." Thread
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.
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.
Re: The "How do I..." Thread
Thanks a lot, NeuralStunner!!! I'll try to freeze my gameworld with that! 

Re: The "How do I..." Thread
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!
Thanks in advanced!
- InsanityBringer
- Posts: 3392
- Joined: Thu Jul 05, 2007 4:53 pm
- Location: opening the forbidden box
Re: The "How do I..." Thread
Drowning should be automatic. The delay can be configured in [wiki]MAPINFO[/wiki]
Re: The "How do I..." Thread
Really? Mk thanks.InsanityBringer wrote:Drowning should be automatic. The delay can be configured in [wiki]MAPINFO[/wiki]
Re: The "How do I..." Thread
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:
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).
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;
}
}
}
}
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.
Re: The "How do I..." Thread
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.
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.
- NeuralStunner
-
- Posts: 12328
- Joined: Tue Jul 21, 2009 12:04 pm
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: capital N, capital S, no space
- Contact:
Re: The "How do I..." Thread
[wiki=Sprite]Read this[/wiki]. And bookmark this: http://zdoom.org/wiki
Re: The "How do I..." Thread
Too late, It's already bookmarked.NeuralStunner wrote:[wiki=Sprite]Read this[/wiki]. And bookmark this: http://zdoom.org/wiki
Re: The "How do I..." Thread
I was looking throught GetPlayerInput in wiki and now have question. There is BT_USER1-4 buttons but how to define them?
- cq75
- Posts: 1212
- Joined: Sun Dec 27, 2009 9:28 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Just beyond the line horizon
Re: The "How do I..." Thread
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.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.
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
}
}
and that's it. You don't need to specify the angle in decorate, the engine does that by itself.
Re: The "How do I..." Thread
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.