The "How do I..." Thread

Archive of the old editing forum
Forum rules
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.
User avatar
KingShinra
Posts: 204
Joined: Wed Jan 26, 2011 12:28 pm
Location: 19.454.18.5.25.5.18
Contact:

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

Post by KingShinra »

lol. No worries. Forgot I had to assign a thing to have a script execute trigger. Dumb 2+2=5 mistake.

Thanks Cocka. It was PERFECT. Floor_RaiseByValue (3, 32, 64)
User avatar
BloodyAcid
Posts: 372
Joined: Thu Jul 26, 2012 10:28 pm
Location: Canadia

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

Post by BloodyAcid »

cocka wrote:
When it's (void), you've nothing triggering the check.
He didn't write anything about that. I suppose he just drew a line and assigned a script execute action special to it.
Ack, my bad.
User avatar
KingShinra
Posts: 204
Joined: Wed Jan 26, 2011 12:28 pm
Location: 19.454.18.5.25.5.18
Contact:

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

Post by KingShinra »

Another question.

Created an octagonal air vent. Building on the same script as before, I want to have 3 Waves of 3 ZSpec Ops fall out of the vent, and a 4th wave with 3 ZSpecOps and an Enhanced Cacodemon coming out as well.

How would I script that?
User avatar
Andie
Posts: 53
Joined: Sun May 19, 2013 3:33 pm

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

Post by Andie »

KingShinra wrote:Another question.

Created an octagonal air vent. Building on the same script as before, I want to have 3 Waves of 3 ZSpec Ops fall out of the vent, and a 4th wave with 3 ZSpecOps and an Enhanced Cacodemon coming out as well.

How would I script that?

Something like this, I believe:

Code: Select all

script 1 (void)
{
   //launching a wave at MapSpot Thing 1,2 and 3.
   SpawnSpot ("ZSpecOpsNameHere", MapSpotTag1, 1000);
   SpawnSpot ("ZSpecOpsNameHere", MapSpotTag2, 1000);
   SpawnSpot ("ZSpecOpsNameHere", MapSpotTag3, 1000);
   //starting the counter
   until (ThingCount (T_NONE, 1000) == 0)
   {
      delay(3);
   }
   Floor_RaiseByValue(tag, speed, height);
}
[wiki]SpawnSpot[/wiki] on wiki.

You can also spawn teleport fog, if needed. I'm not sure what you're trying to do, but if I got it correctly, I'd spawn enemies inside the vent for better effect, and tell them to fall out of the vent via [wiki]Thing_SetGoal[/wiki] and path nodes, see http://zdoom.org/zdkb/zdoom7.html for more. Refer to wiki as much as possible, it literally has every ACS description there, sometimes in a confusing fashion, but still.
User avatar
KingShinra
Posts: 204
Joined: Wed Jan 26, 2011 12:28 pm
Location: 19.454.18.5.25.5.18
Contact:

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

Post by KingShinra »

It did the job! Thanks Andie. I normally ask on threads to both save time, and learn from the best this forum has to offer. Added THIS script to my library!

Juggling these two scripts, I think I might be able to build some interesting dynamics to any map I make. Thanks loads!
User avatar
Thel
Posts: 33
Joined: Sat Dec 31, 2011 1:39 am
Location: Brasil

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

Post by Thel »

How do I replace these graphics? What's their names? I looked inside the gzdoom.pk3 (graphics folder to be more precise.) and found nothing apparently.. :(

Image
User avatar
UnTrustable
Posts: 758
Joined: Wed Jan 31, 2007 11:34 am
Location: The Netherlands
Contact:

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

Post by UnTrustable »

How must i deal with arguments that can be given with a thing-activator with a ACS_Execute function?

I have a thing (actor enters sector) and added an acs_execute (100, 0, 2, 0, 0)
The 100 is the script number, and the 2 is the variable i want to use to give a +count so that i can control multiple sectors.
Like:

Int s_arg1;

Sector_SetColor((70 + s_arg1), 255, 100, 100); // redish

But its not working.
What am i doing wrong here?
The Wiki always speaks of s_arg1, s_arg2, s_arg3, but DoomBuilder1 compiler doesnt know any s_arg1, nor s_arg2, etc...
Davregis
Posts: 3
Joined: Tue Jun 18, 2013 2:47 pm

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

Post by Davregis »

Is it possible for me to negate the +NoDamageThrust on a player class without resorting to ACS for a specific actor?

Essentially, how would I create an actor that ignores the NoDamageThrust flag on a playerclass?
Blue Shadow
Posts: 5046
Joined: Sun Nov 14, 2010 12:59 am

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

Post by Blue Shadow »

How does the whole script look like?
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

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

Post by Gez »

Thel wrote:How do I replace these graphics? What's their names? I looked inside the gzdoom.pk3 (graphics folder to be more precise.) and found nothing apparently.. :(
They're part of the console font.

You can view them in SLADE 3 (switch to greyscale palette to make them more legible).
User avatar
Ghostbreed
Posts: 1114
Joined: Wed Mar 24, 2010 6:19 am

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

Post by Ghostbreed »

How do I increase frames for a Doom weapon that only has about 3 or 4?
User avatar
BloodyAcid
Posts: 372
Joined: Thu Jul 26, 2012 10:28 pm
Location: Canadia

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

Post by BloodyAcid »

Ghostbreed wrote:How do I increase frames for a Doom weapon that only has about 3 or 4?
What do you mean by frames? By fram duration, as in how long each frame is on the screen, you can pop open Slade 3, and make a weapon with the exact same properties, except larger numbers. (eg, SSHT 3 -> SSHT 6).

If you mean more frames as in smoother animations, you'll have to do either offsets or just refer to other wads that have already done an exceptional job on them. (eg, Perk's smooth weapons)
User avatar
ReedtheStrange
Posts: 226
Joined: Sun Sep 11, 2011 3:27 pm

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

Post by ReedtheStrange »

How do I make an object that turns into a gib when a door is shut on it, as is the case with corpses? I thought a +CORPSE flag would work, but it doesn't appear to be.
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

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

Post by Gez »

The corpse flag isn't enough; the actor also needs to have 0 or less health.
User avatar
Ghostbreed
Posts: 1114
Joined: Wed Mar 24, 2010 6:19 am

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

Post by Ghostbreed »

BloodyAcid wrote:
Ghostbreed wrote:How do I increase frames for a Doom weapon that only has about 3 or 4?
What do you mean by frames? By fram duration, as in how long each frame is on the screen, you can pop open Slade 3, and make a weapon with the exact same properties, except larger numbers. (eg, SSHT 3 -> SSHT 6).

If you mean more frames as in smoother animations, you'll have to do either offsets or just refer to other wads that have already done an exceptional job on them. (eg, Perk's smooth weapons)
I'm trying to port over the fists from Hexen into Doom but the fists has one frame more than Doom, making it sort off cut off very bad in the end.
Locked

Return to “Editing (Archive)”