Code: Select all
blah replaces painelemental
{
1+1 = 2
grass = green
sky = blue
thisshit = obvious
}
Code: Select all
blah replaces painelemental
{
1+1 = 2
grass = green
sky = blue
thisshit = obvious
}
What if you want no flash at all? I 've been making pickup flashes with A_SetFade and I'd rather not have the two overlapping.Blue Shadow wrote:It can be changed "globally" by using [wiki=GameInfo_definition]pickupcolor[/wiki] mapinfo property.Vaecrius wrote:For pain there's player.damagescreencolor but I haven't the slightest clue about changing pickup flash.Flynn Taggart wrote:How do I change the color of the flash when you pick up items and the flash when you get hurt. For example, Item pickups will make your hud flash blue instead of yellow or being shot makes your hud flash pink.
I can't figure it out...actor blah : actor replaces painelemental
{
stuffagain
}
Thel wrote:How do I do a shotgun with infinite ammo per decorate?
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actor ShotgunWeaponorwhatever : Shotgun replaces shotgun
{
...stuff
Weapon.Ammouse 0 // <--------- This
}
FireHusky wrote:EDIT:
I even tried out the
I can't figure it out...actor blah : actor replaces painelemental
{
stuffagain
}
Code: Select all
Actor blah Replaces PainElemental
{
stuff
}
I already tried that, it will not work. Its... Baffeling.ChronoSeth wrote:FireHusky wrote:EDIT:
I even tried out the
I can't figure it out...actor blah : actor replaces painelemental
{
stuffagain
}How much clearer can we make it? You don't have to inherit from an actor to replace another one.Code: Select all
Actor blah Replaces PainElemental { stuff }
And please post the code - the entire code - of your monster.ChronoSeth wrote:As wildweasel said, it's not exactly easy to help when you're not giving any useful information.
In what way is it "not working"?
I guess since it was just a red sky, I never really noticed. But basically though, there's no way to, say, have something purple purple in ZDoom that isn't in the HUD? That blows. Anyway to make the fog in GZDoom look... you know... not terrible? I find myself in this weird trade-off where ZDoom looks way better but only with the DOOM palette, but GZDoom has more versatility, not that I'd ever want to look at it. It feels like I'm comparing Quake ports or something.Blue Shadow wrote:You don't seem to fully understand what PALVERS offers.
As you already know, ZDoom remaps the colors in an image to match the closest in the available palette, no matter what format the image is in or what colors it uses. When you use an image that uses colors outside the palette (be it 256-paletted or true-color), these don't usually translate well in the software renderer. In other words, ZDoom remapping results aren't always satisfactory. This is where PALVERS comes; it gives you the option to provide a palette-friendly version of that true-color graphic. You get to choose how the graphic's colors render, instead of depending on ZDoom's remapping. And of course, for the best results, you might want to stay within palette restrictions when making the palette-friendly version.
Note that the replacement graphic doesn't have to be something similar but with slightly different color remapping. You can use entirely different design or style.
Ooooh, I get it now. That would explain why I keep seeing "multipatch" thrown around on the wiki. I don't think I get why having it between TX markers would mean it won't show up as the sky without a MAPINFO, but I'll remember that.Blue Shadow wrote:As a patch, it's called RSKY1. But as a texture, it's called SKY1. If you place it between TX markers, the graphic is considered a texture. If you place it between P markers, then it's a patch. Multiple patches comprises a texture.
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A_GiveInventory("TheItem", 1, AAPTR_PLAYER1)