dumb questions

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Sonnyboy
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dumb questions

Post by Sonnyboy »

Hey so I've been out of the loop for a long time, but I'm trying to set it so that on the map's open the player's point of view will be totally black, then the view of the map will fade in over the course of oh, 2 seconds or so. I tried putting a FadeTo in the open script, but it didn't work.

Code: Select all

script 1 open
{
changesky ("AVP20705", "AVP20705");
ClearInventory();
fadeto (0, 0, 0, 1, .01);
}
At first I thought it was the decimal value for the time, but it didn't work even when I changed it. Thanks in advance!
Last edited by Sonnyboy on Sat Dec 15, 2012 1:00 pm, edited 1 time in total.
Blue Shadow
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Re: Fading in

Post by Blue Shadow »

[wiki]FadeTo[/wiki] fades the activator of the script's view. You're using Open as the [wiki=Script_types]type of the script[/wiki], which means the world is the activator, not the player. Use Enter instead.

Also, you can safetly use 0 instead of 0.01 as the duration to make the fade effect instantaneous.
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Sonnyboy
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Re: Fading in

Post by Sonnyboy »

That's so helpful, thanks a lot!
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Sonnyboy
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Re: Fading in

Post by Sonnyboy »

It didn't work.
Blue Shadow
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Re: Fading in

Post by Blue Shadow »

The following code will achieve what you're asking for here:

Code: Select all

Script "Level intro" Enter
{
  FadeTo(0, 0, 0, 1.0, 0);
  Delay(52); // a small delay (you can remove it if you don't want it)
  FadeTo(0, 0, 0, 0, 2.0);
}
Note: Keep in mind that amount and duration are [wiki=Fixed_point_number]fixed-point[/wiki] values, which means you have to write them as x.y instead of just x alone. For instance, 1.0 instead of 1.
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Sonnyboy
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Re: Fading in

Post by Sonnyboy »

Works perf. Now I have another dumb question: why will my textures show in DB2 but not GZDooM? The textures are all in BMP form, between TX_START and TX_END, and are all 774 bytes in size. They show fine in DB2, but when I test the map in GZDooM, I get those goddamn checkers on everything. Is there some lump I'm missing or something? I can upload it if need be.
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jpalomo
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Re: dumb questions

Post by jpalomo »

Sonnyboy wrote: The textures are all in BMP form...
There is your issue. ZDoom and GZDoom don't support .bmp format. You will need to convert them to a usable image format (I would recommend .png).
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Re: dumb questions

Post by Sonnyboy »

Lol, I would have, but the textures are just small blocks of one colour so I didn't think it would matter. Thanks a lot!
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Sonnyboy
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Re: dumb questions

Post by Sonnyboy »

Dumb question #3: what is wrong with this DECORATE code?

Code: Select all

Actor Thing1 12345

{
	Radius 20
	Height 50
	Monster
	+FLOORCLIP
	+NOBLOOD
	
	States
	{
	Spawn: 
		THIN A 0
		loop
	}
}
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wildweasel
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Re: dumb questions

Post by wildweasel »

It's looping a zero-duration frame, which is a recipe for utterly freezing ZDoom with a busy-loop. Set that duration to 1.
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Sonnyboy
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Re: dumb questions

Post by Sonnyboy »

Perfect solution, cheers.
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Sonnyboy
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Re: dumb questions

Post by Sonnyboy »

Is it possible to make the player unable to access the map?
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edward850
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Re: dumb questions

Post by edward850 »

The automap? No.
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Sonnyboy
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Re: dumb questions

Post by Sonnyboy »

Pleeaaase?
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Re: dumb questions

Post by wildweasel »

Sonnyboy wrote:Pleeaaase?
You'll piss off a lot of people by doing that. It's better not to push it.
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