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.
- KingShinra
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Re: The "How do I..." Thread
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)
Thanks Cocka. It was PERFECT. Floor_RaiseByValue (3, 32, 64)
- BloodyAcid
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Re: The "How do I..." Thread
Ack, my bad.cocka wrote:He didn't write anything about that. I suppose he just drew a line and assigned a script execute action special to it.When it's (void), you've nothing triggering the check.
- KingShinra
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Re: The "How do I..." Thread
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?
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?
Re: The "How do I..." Thread
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);
}
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.
- KingShinra
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Re: The "How do I..." Thread
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!
Juggling these two scripts, I think I might be able to build some interesting dynamics to any map I make. Thanks loads!
Re: The "How do I..." Thread
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.. 



- UnTrustable
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Re: The "How do I..." Thread
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...
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...
Re: The "How do I..." Thread
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?
Essentially, how would I create an actor that ignores the NoDamageThrust flag on a playerclass?
-
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Re: The "How do I..." Thread
How does the whole script look like?
Re: The "How do I..." Thread
They're part of the console font.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..
You can view them in SLADE 3 (switch to greyscale palette to make them more legible).
- Ghostbreed
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Re: The "How do I..." Thread
How do I increase frames for a Doom weapon that only has about 3 or 4?
- BloodyAcid
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Re: The "How do I..." Thread
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).Ghostbreed wrote:How do I increase frames for a Doom weapon that only has about 3 or 4?
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)
- ReedtheStrange
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Re: The "How do I..." Thread
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.
Re: The "How do I..." Thread
The corpse flag isn't enough; the actor also needs to have 0 or less health.
- Ghostbreed
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Re: The "How do I..." Thread
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.BloodyAcid wrote: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).Ghostbreed wrote:How do I increase frames for a Doom weapon that only has about 3 or 4?
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)