The "How do I..." Thread

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

Post by DoomSplitter »

Okay, I have a really odd question here. Is there a way to give a spawned weapon projectile a fixed angle? I've tried this by making the weapon use SpawnItemEx and the ABSOULTEANGLE flag, but it won't spawn relative to the player's angle. Is there any way to do this?
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FDARI
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Re: The "How do I..." Thread

Post by FDARI »

I don't seem to understand what you want. By "fixed" angle, do you mean an angle that is the same regardless of the player's angle? If so, use SXF_ABSOLUTEANGLE.

Then you say... "But it won't spawn relative to the player's angle(...)"
So... You want a relative angle. Have you tried not using SXF_ABSOLUTEANGLE?

By default, it will spawn with an angle based on the player's angle. (Angle 0: Same direction as player; Angle 180: Opposite direction of player)
With SXF_ABSOLUTEANGLE it will spawn with an... absolute angle... Not dependent on any other actor.

Do you spawn it at the same location as the player (0,0,0 - at feet) or at some position ahead (30...)?
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DoomSplitter
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Re: The "How do I..." Thread

Post by DoomSplitter »

Sorry, I probably should have been more clear. But the problem's fixed now, so no worries.
KuroTsuki
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Re: The "How do I..." Thread

Post by KuroTsuki »

ok ill start this time...
How can i put 2 Powerup.type in 1 powerup giver???
if its possible.
Im Trying to make a combination of time freeze and infinite ammo.
thank you beforehand
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Xtyfe
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Re: The "How do I..." Thread

Post by Xtyfe »

KuroTsuki wrote:ok ill start this time...
How can i put 2 Powerup.type in 1 powerup giver???
if its possible.
Im Trying to make a combination of time freeze and infinite ammo.
thank you beforehand
Make a time freeze powerup and an infinite ammo powerup and then use a custominventory item to give them both in its pickup state
KuroTsuki
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Re: The "How do I..." Thread

Post by KuroTsuki »

Xtyfe wrote:Make a time freeze powerup and an infinite ammo powerup and then use a custominventory item to give them both in its pickup state
WOW WOW WOW
Thank you alot!
KuroTsuki
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Re: The "How do I..." Thread

Post by KuroTsuki »

Am i allowed to make a second question? sorry if not.
i want to test my weapon in a map, so i want to use doombuilder to place that weapon in my playerstart.
but i cant find the weapon in the weapon part.
also i read somwhere about the actor numbers..but no idea where to know what the actor number of my weapon is
thank you beforehand
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Sgt Dopey
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Re: The "How do I..." Thread

Post by Sgt Dopey »

KuroTsuki wrote:Am i allowed to make a second question? sorry if not.
i want to test my weapon in a map, so i want to use doombuilder to place that weapon in my playerstart.
but i cant find the weapon in the weapon part.
also i read somwhere about the actor numbers..but no idea where to know what the actor number of my weapon is
thank you beforehand
Is there Another list called decorate? And if the doomEd number is not unique Zdoom will tell you
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Tapwave
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Re: The "How do I..." Thread

Post by Tapwave »

When you write your actor, you always write this at the beginning:

Code: Select all

Actor Actorname : Inheritancetarget
But if you want it in your map you need to add the DooMEDnumber. Which is placed like so:

Code: Select all

Actor Actorname : Inheritancetarget 30000
Check the zdoom wiki to see if the number you took is already ised by another actor.
janiform
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Re: The "How do I..." Thread

Post by janiform »

Apologies for asking such a simple question, but how do I add new PNG textures to a wad using Slade?
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Tapwave
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Re: The "How do I..." Thread

Post by Tapwave »

Put your PNGS between TX_START and TX_END markers.
Rictorian
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Re: The "How do I..." Thread

Post by Rictorian »

I hope I don't sound too noob, but I have an ACS issue.

I have made a deathmatch map that uses a credits system for purchases. I want to assign my monsters a script that will allow them to give credits upon death. Unfortunately, I am using map spots to spawn my monsters and cannot assign a script to the map spots themselves.

Any way I can have the monsters spawn from map spots, and have a reusable credit adding script attached to them?

Thanks.
Lord Zentei
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Re: The "How do I..." Thread

Post by Lord Zentei »

Couple of questions:

I was planning on making monsters which have a limited pickup ability, i.e. that they can take some items but not others. +PICKUP is too powerful, since it allows the monster to take stuff indiscriminately. Any ideas?

Also, I'm having problems with combining the +NOTARGET and +FRIENDLY flags (the other monsters refuse to acknowledge the +NOTARGET if the monster is +FRIENDLY for some reason).
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FDARI
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Re: The "How do I..." Thread

Post by FDARI »

When it comes to PICKUP, I think you must give them full pickup ability and design special [wiki=Classes:CustomInventory]CustomInventory[/wiki] pickups for stuff that they should not be able to pick up.

- Items they can always pick up need not be replaced.
- Items they can never pick up need code like this:
Spoiler: Code
-Items they can sometimes pick up will need more tests than A_CheckFlag("ISMONSTER"...)
For example: A_CheckFlag("ISMONSTER", "CheckHealth") to jump to a checkhealth state for monsters. Then A_JumpIfHealthLower(10, "PickupSuccess").
Spoiler: Code
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insightguy
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Re: The "How do I..." Thread

Post by insightguy »

Excuse me, but I recently had tried my hand in mapping but one problem keeps popping up.

(Doom builder 2)

In his tutorial on making slopes in zdoom, he left out how your supposed set it zdoom style. I can't even find the options he mentioned in the tutorial.

I set it to zdoom (Doom in Doom format) but the settings he mentioned still don't appear.

Can anyone Identify what setting I may have missed?
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