The "How do I..." Thread

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Blue Shadow
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Re: The "How do I..." Thread

Post by Blue Shadow »

BigProjectAlone wrote:i've stop making classes for my game just because of that..
Wow, you stopped making player classes because of something this trivial? :?
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BigProjectAlone
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Re: The "How do I..." Thread

Post by BigProjectAlone »

Blue Shadow wrote:
BigProjectAlone wrote:i've stop making classes for my game just because of that..
Wow, you stopped making player classes because of something this trivial? :?
for now yes :) i've other things to do in my mod. if i can find a way to make more classes i will.
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silentzora
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Re: The "How do I..." Thread

Post by silentzora »

BigProjectAlone wrote:
Blue Shadow wrote:
BigProjectAlone wrote:i've stop making classes for my game just because of that..
Wow, you stopped making player classes because of something this trivial? :?
for now yes :) i've other things to do in my mod. if i can find a way to make more classes i will.
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.
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insightguy
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Re: The "How do I..." Thread

Post by insightguy »

How do i instill permadeath?
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BigProjectAlone
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Re: The "How do I..." Thread

Post by BigProjectAlone »

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

Post by BigProjectAlone »

or it is possible on acs to make player DROP items
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FDARI
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Re: The "How do I..." Thread

Post by FDARI »

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.
Spoiler: Version 1
Spoiler: My preferred solution
This is utterly untested on my part.
Blue Shadow
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Re: The "How do I..." Thread

Post by Blue Shadow »

BigProjectAlone wrote:or it is possible on acs to make player DROP items
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.
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BigProjectAlone
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Re: The "How do I..." Thread

Post by BigProjectAlone »

thank you FDARI and Blue Shadow :D !!
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BigProjectAlone
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Re: The "How do I..." Thread

Post by BigProjectAlone »

how do i made a script that activate when the player lands on the floor, on a 3d floors..
KuriKai
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Re: The "How do I..." Thread

Post by KuriKai »

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
Blue Shadow
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Re: The "How do I..." Thread

Post by Blue Shadow »

BigProjectAlone wrote:how do i made a script that activate when the player lands on the floor, on a 3d floors..
For "normal" floors, you can use [wiki=Classes:SecActHitFloor]this[/wiki].

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. :P
KuriKai wrote:But I'm not sure if they should go in "hires/" or in "flats/" and "textures/"
Put them in the "hires" directory.
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silentzora
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Re: The "How do I..." Thread

Post by silentzora »

Blue Shadow wrote:
BigProjectAlone wrote:how do i made a script that activate when the player lands on the floor, on a 3d floors..
For "normal" floors, you can use [wiki=Classes:SecActHitFloor]this[/wiki].

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. :P
Maybe if you used that on the control sector for the 3D floor, it might work.
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Sgt. Shivers
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Re: The "How do I..." Thread

Post by Sgt. Shivers »

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?
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edward850
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Re: The "How do I..." Thread

Post by edward850 »

Sgt. Shivers wrote:How do I make those text screens that you see at epidode ends?
[wiki]Cluster_definition[/wiki]
Sgt. Shivers wrote:How would I make one of those appear when you start a new game?
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.

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