Wow, you stopped making player classes because of something this trivial?BigProjectAlone wrote:i've stop making classes for my game just because of that..
The "How do I..." Thread
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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.
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Re: The "How do I..." Thread
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Re: The "How do I..." Thread
for now yes i've other things to do in my mod. if i can find a way to make more classes i will.Blue Shadow wrote:Wow, you stopped making player classes because of something this trivial?BigProjectAlone wrote:i've stop making classes for my game just because of that..
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Re: The "How do I..." Thread
Well, you can still make classes, it's just that the menu looks a little... I dunno, lacking. Tried making a custom menu for it, based on the player setup menu, but the dang thing doesn't change, even though it's got the same name. Maybe I'm missing something here.BigProjectAlone wrote:for now yes i've other things to do in my mod. if i can find a way to make more classes i will.Blue Shadow wrote:Wow, you stopped making player classes because of something this trivial?BigProjectAlone wrote:i've stop making classes for my game just because of that..
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Re: The "How do I..." Thread
How do i instill permadeath?
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Re: The "How do I..." Thread
it is possible to make an inventory item that can be used just in a specific bunch of maps ? and cant be used in the others?
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Re: The "How do I..." Thread
or it is possible on acs to make player DROP items
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Re: The "How do I..." Thread
Inventory item usable just in specific maps:
You are presumably making this item for a specific project. If so, you can use a [wiki=Classes:CustomInventory]CustomInventory[/wiki]-item with [wiki]A_JumpIf[/wiki] and using a level-number test as the jump-criterium. I only know how to get the level number in ACS.
You can have an ACS script that returns the level number, or an ACS script that checks that the levelnumber is correct.
You are presumably making this item for a specific project. If so, you can use a [wiki=Classes:CustomInventory]CustomInventory[/wiki]-item with [wiki]A_JumpIf[/wiki] and using a level-number test as the jump-criterium. I only know how to get the level number in ACS.
You can have an ACS script that returns the level number, or an ACS script that checks that the levelnumber is correct.
Spoiler: Version 1
Spoiler: My preferred solutionThis is utterly untested on my part.
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Re: The "How do I..." Thread
You can take (not drop) away inventory items by using [wiki]TakeInventory[/wiki] ACS function. There is [wiki]A_DropInventory[/wiki], however. But it's an action function, not ACS function.BigProjectAlone wrote:or it is possible on acs to make player DROP items
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Re: The "How do I..." Thread
thank you FDARI and Blue Shadow !!
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Re: The "How do I..." Thread
how do i made a script that activate when the player lands on the floor, on a 3d floors..
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Re: The "How do I..." Thread
How do I pack high resolution textures in a zip for zdoom?
They are high res versions of the originals. I am not creating any new textures
I have looked here
http://zdoom.org/wiki/Using_ZIPs_as_WAD_replacement
But I'm not sure if they should go in "hires/" or in "flats/" and "textures/"
Thanks
They are high res versions of the originals. I am not creating any new textures
I have looked here
http://zdoom.org/wiki/Using_ZIPs_as_WAD_replacement
But I'm not sure if they should go in "hires/" or in "flats/" and "textures/"
Thanks
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Re: The "How do I..." Thread
For "normal" floors, you can use [wiki=Classes:SecActHitFloor]this[/wiki].BigProjectAlone wrote:how do i made a script that activate when the player lands on the floor, on a 3d floors..
As for 3D floors, I'm not sure. You can try the one I linked to above. If it doesn't work, then try [wiki=Classes:SecActHitFakeFloor]this one[/wiki], and if that doesn't work either, then I don't know.
Put them in the "hires" directory.KuriKai wrote:But I'm not sure if they should go in "hires/" or in "flats/" and "textures/"
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Re: The "How do I..." Thread
Maybe if you used that on the control sector for the 3D floor, it might work.Blue Shadow wrote:For "normal" floors, you can use [wiki=Classes:SecActHitFloor]this[/wiki].BigProjectAlone wrote:how do i made a script that activate when the player lands on the floor, on a 3d floors..
As for 3D floors, I'm not sure. You can try the one I linked to above. If it doesn't work, then try [wiki=Classes:SecActHitFakeFloor]this one[/wiki], and if that doesn't work either, then I don't know.
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Re: The "How do I..." Thread
How do I make those text screens that you see at epidode ends?
How would I make one of those appear when you start a new game?
How would I make one of those appear when you start a new game?
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Re: The "How do I..." Thread
[wiki]Cluster_definition[/wiki]Sgt. Shivers wrote:How do I make those text screens that you see at epidode ends?
There is no internal method of doing this (entertext only works if you are entering from a previous cluster, not a new game). Hacking something together using ACS or using a dummy map as the start would do the trick, however.Sgt. Shivers wrote:How would I make one of those appear when you start a new game?