The "How do I..." Thread
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- Sgt. Shivers
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Re: The "How do I..." Thread
How could I make a weapon that imitates the firing style of the quake 2 chaingun? By this I mean it starts off firing at an average speed then slowly speeds up.
- Matt
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Re: The "How do I..." Thread
Create an inventory item.
Have the gun's ready state constantly take that inventory item away.
Set up as many firing states as you have firing speeds. At the end of each one, give the player 1 of that item.
In the Hold state, check how many of that item the player has. The more the player has, the higher-speed firing state you will jump to.
Have the gun's ready state constantly take that inventory item away.
Set up as many firing states as you have firing speeds. At the end of each one, give the player 1 of that item.
In the Hold state, check how many of that item the player has. The more the player has, the higher-speed firing state you will jump to.
- Matt
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Re: The "How do I..." Thread
I haven't got the slightest idea but I'll quote this since it was on the bottom of the last page.Dortold wrote:DECORATE/ACS n00b, here. Using some very basic ACS I've made a SectorDamage sector that hurts players and monsters at a rate of 2dmg per 8tics. What I'm trying to do is make it so that if the player has any armour the damage goes to that and doesn't touch his health. So even if he had just 13 armour, he would take 0 health damage for 8*13 tics in the damage sector, after which time his armour would be completely depleted and he would take health damage once more.
(The 666 is there because having it at zero made the player invulnerable when he picked up a keycard. I told you I was a n00b.Code: Select all
SCRIPT 1 OPEN { SectorDamage (1,2,"None",666,DAMAGE_PLAYERS | DAMAGE_NONPLAYERS | DAMAGE_IN_AIR); DELAY (8); Restart; }
)
-
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Re: The "How do I..." Thread
I haven't tried this, so it might work and it might not:
Edit the existing armor vests and give them 100% resistance to a special damage type (use [wiki=Actor_properties#DamageFactor]DamageFactor[/wiki]) that will only be used by the damaging floor. Example:
Edit the existing armor vests and give them 100% resistance to a special damage type (use [wiki=Actor_properties#DamageFactor]DamageFactor[/wiki]) that will only be used by the damaging floor. Example:
Code: Select all
ACTOR GreenArmor2 : GreenArmor
{
DamageFactor "Blah", 0 // Change the type to anything you want, but it should be the same as the one used by SectorDamage
}
Code: Select all
SCRIPT 1 OPEN {
SectorDamage (1,2,"Blah",666,DAMAGE_PLAYERS | DAMAGE_NONPLAYERS | DAMAGE_IN_AIR);
DELAY (8);
Restart;
}
Re: The "How do I..." Thread
Thank you very much, Blue Shadow (and Vaecrius for bumping my question). That's definitely helped me along.
My only problem now is getting the armour to absorb 100% of the damage from SectorDamage yet still only absorb 33.335% from enemy attacks, etc. Is there any way to specify Armor.SavePercent for different damage types like one can do with DamageFactor?
My only problem now is getting the armour to absorb 100% of the damage from SectorDamage yet still only absorb 33.335% from enemy attacks, etc. Is there any way to specify Armor.SavePercent for different damage types like one can do with DamageFactor?
- xxninja666xx
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Re: The "How do I..." Thread
Ok, another moronic question by me: How do I make my custom Player.SoundClass work? When I define it with parameter $playersound, zdoom gives me an error that sounds reserved for players can't be reassigned, but when I use $playersounddup then it gives me an error that pain1 (a sound file) is not a player sound. What do I do wrong? Here's the SNDINFO code:
PS. I've read the wiki article and done it according to what it said, so don't reply with a link to the article about SNDINFO
PS2. Sorry for asking so many questions, but I'm kind of a newbie in DECORATE and still learning.
Code: Select all
$playersounddup commando male *pain100 pain1
$playersounddup commando male *pain75 pain2
$playersounddup commando male *pain50 pain3
$playersounddup commando male *pain25 pain4
$playersounddup commando male *death $random (death1, death2, death3)
$playersounddup commando male *xdeath $random (death1, death2, death3)
death1 death1
death2 death2
death3 death3
pain1 pain1
pain2 pain2
pain3 pain3
pain4 pain4
PS2. Sorry for asking so many questions, but I'm kind of a newbie in DECORATE and still learning.
Re: The "How do I..." Thread
$playersounddup is for existing player sounds. Also, you need to define $random separately from the player sound.
I don't remember how to use a logical name (in the example above: commando/death) as a player sound though.
Code: Select all
$random commando/death {death1 death2 death3}
$playersound commando male *pain100 pain1
$playersound commando male *pain75 pain2
$playersound commando male *pain50 pain3
$playersound commando male *pain25 pain4
- xxninja666xx
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Re: The "How do I..." Thread
Ok, thanks for the help. Now it doesn't come up with any error. However, my custom sounds don't want to play when hit or killed. Instead I get default doomguy grunts. The custom Player.SoundClass is set in decorate but it doesn't work. What seems to be the problem?
EDIT: Nevermind. I figured that on my own. I just had to add quotation marks to the sound class in SNDINFO.
EDIT: Nevermind. I figured that on my own. I just had to add quotation marks to the sound class in SNDINFO.
- Matt
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Re: The "How do I..." Thread
I've long wanted to make a projectile that would inherit its shooter's momentum. One possibility that came to mind was [wiki]A_SpawnItemEx[/wiki] followed by [wiki]A_RearrangePointers[/wiki] in the projectile itself, but how would I check a player's crouch status?
And how does the normal situation work anyway? Do you always shoot from a non-crouching position once you let go of the crouch key and there's nothing blocking you from standing, or are you shooting from crouched until you're standing, or can you shoot from a position somewhere in between?
And how does the normal situation work anyway? Do you always shoot from a non-crouching position once you let go of the crouch key and there's nothing blocking you from standing, or are you shooting from crouched until you're standing, or can you shoot from a position somewhere in between?
- Orangestar
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Re: The "How do I..." Thread
I don't know if I'm allowed to bring this back up but I'm still wondering what's wrong with my 3D floor.
Re: The "How do I..." Thread
How do you remove blocking from a thing so you can walk through it?
Re: The "How do I..." Thread
Can you upload the file somewhere so that people can take a look?Orangestar wrote:I don't know if I'm allowed to bring this back up but I'm still wondering what's wrong with my 3D floor.
Re: The "How do I..." Thread
You could try by changing flags like SOLID, NOCLIP or NOINTERACTION on it, depending of your needs.yohyzo10 wrote:How do you remove blocking from a thing so you can walk through it?
Re: The "How do I..." Thread
How do I make a melee attack that hits an arc in a specified direction rather than a fixed point in front of the player?
-
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Re: The "How do I..." Thread
You mean like sword slash and such? Not currently.