The "How do I..." Thread

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Gez
 
 
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Re: The "How do I..." Thread

Post by Gez »

WARCHILD_89 wrote: //Inventory Itemthat causes Imp to go to its special death state only when Player has "shotgundeath"
// in his inventory. It can only be given by the currently selected weapon (here: the shotgun)
This method is extremely unreliable. It can work for hitscan weapons since their attacks are instantaneous, but with projectile weapons it can be foiled. Fire a rocket at distant enemies, then while it's traveling, switch to the chainsaw. Once the rocket hits and kill the enemies, your system would detect that the player currently has "chainsawdeath" in inventory, and so the enemies would enter their chainsaw death...

Another problem with your system: since it depends on what is in the monster's target's inventory, it can be foiled. Suppose an imp accidentally hit a arch-vile. Now the arch-vile will retaliate against the imp and fry it. The imp, however, is still targeting you, so despite being burnt by an arch-vile's pyrokinesis spell, it'll count as a shotgun death or whatever other weapon you are currently using.

Using custom damage types is a lot more reliable. It also handles infighting correctly.
Bren
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Re: The "How do I..." Thread

Post by Bren »

This has probably been covered before, so I apologize ... but I couldn't find it after a quick search. Anyway ...

I'm looking to add a sound to the Cacodemon's bite attack. I'm thinking I have to add a 'A_CustomComboAttack' and replace the current one, but I'm all thumbs when it comes to decorate code. Can anyone point me in the right direction?

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

Post by Frustration »

TheMightyHeracross wrote:Add this line in the frames that you want to cancel in:
A_WeaponReady(WRF_NOBOB)
Probably should have mentioned i'm trying to make somthing thats compatible with Zandronum.

If only Zandro wasn't so far behind zdoom this would work, but sadly it doesn't.. any other methods?
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TheMightyHeracross
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Re: The "How do I..." Thread

Post by TheMightyHeracross »

What? Works in my Zandronum...
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Frustration
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Re: The "How do I..." Thread

Post by Frustration »

Yeah i thought it din't work but it turned out i forgot to add a bracket at the end of the code. Much appreciated i've got the effect i'm lookin' for.
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WARCHILD_89
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Re: The "How do I..." Thread

Post by WARCHILD_89 »

@ Blue Shadow:

Thanks ! It works now. I finally managed to get my damage type done. :!:

My fault was that I put DamageType "shotgun" into the weapon actor instead of putting it into the right PROJECTILE actor. :roll:

@ Gez:

You´re right. I saw the problem. I had the shotgun in hand and killed the imp by shooting a barrel..... it then still went to the shotgun death state :roll:
that´s silly haha
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Astrumis
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Re: The "How do I..." Thread

Post by Astrumis »

Is there a way to create a 3d floor fog effect? such as fog that sticks to the ceiling or where ever the 3d floor is positioned in the sector?
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Sandro
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Re: The "How do I..." Thread

Post by Sandro »

Sandro wrote:I have a texture that become animate when player gunfire onto it. (and only once, not repetitive ; it's in fact a burning spider's web)
How do I write this to make this work ? And where ?
TheMightyHeracross wrote:You can use ACS, with delays, SetLineTexture, and SetLineBlocking.
Thanks, but it is written on the wiki "SetLineTexture will change the specified texture on all lines", so if I put several spider's web on my map, I don't want all to burn if I shoot only through one. :?
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TheMightyHeracross
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Re: The "How do I..." Thread

Post by TheMightyHeracross »

No, it says:
SetLineTexture will change the specified texture on all lines with the line id number
So, you give them different id numbers, and different scripts.
Gez
 
 
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Re: The "How do I..." Thread

Post by Gez »

Or you can hack it around with [wiki=Door_Animated]animated doors[/wiki] I guess. Make them activated by gunfire, and set them to stay open forever (IIRC, a delay of 0 should be interpreted as forever).
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Sandro
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Re: The "How do I..." Thread

Post by Sandro »

Oh my bad !!! I guess I didn't read closely enough. :?
Thanks for the help guys ! I'll try both ideas. :)
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WARCHILD_89
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Re: The "How do I..." Thread

Post by WARCHILD_89 »

@ Astrumis.

I hope I understood it right, you want to place a 3d floor into a sector and you want it to create fog only on the floor and not to fill the entire room? If this is what you meant then there you go :

In the GZDOOMBUILDER and map in UDMF Format i managed it in this special way, but this should also work somehow in other configurations, too:

create a dummy sector

make one of it´s lines "create 3d floor" and set it to non-solid and no vavoom style, so its not blocking and you can pass trough.

Go into sectors mode. Select the dummy sector and give it a sector fog. Play around with the sector light and the fog color till you get the fog you want.

tag in the dummy sector the line with the "Create 3d floor" action to the sector you want the fog to be.

set the floor of the dummy sector to the bottom of the tagged sector and the ceiling as high as you want the fog to be.

NOTE: I´m not sure but making the dummy sector translucent/invisible, the fog becomes also invisible, in my map the dummy sector has a fully transparent texture on its side instead and it works fine.

I created in this way a fog that reaches from the ceiling to the height the player has when standing in the room. The fog makes damage so you have to crouch from room to room for not getting hurt (like smoke from fire: keep your head down or you´ll get killed by the smoke taking your breath away)
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jdredalert
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Re: The "How do I..." Thread

Post by jdredalert »

Let's say i have a weak pistol, and after wander around the map i find a stronger one. How can i make this stronger one replace the weaker, instead of having both? I know i saw something like this on the wiki a while ago, but i can't find the info now.
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ReedtheStrange
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Re: The "How do I..." Thread

Post by ReedtheStrange »

Can I make a puff actor have unique actions, such as A_Blast even when it hits a target that bleeds?
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TheMightyHeracross
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Re: The "How do I..." Thread

Post by TheMightyHeracross »

Add the +PUFFONACTORS flag and make a Melee state. Melee state is for hitting actors (Yes, bleeding ones too).
Read the wiki article : [wiki]Classes:BulletPuff[/wiki]
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