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.
Re: The "How do I..." Thread
Sadly there isn't a decorate only solution but it is 1 line of actual code, the rest is just formatting and declarations.
Yeah you can use multiple ACS files, just list the names of the ACS lumps in the LOADACS lump (sans extensions)
Yeah you can use multiple ACS files, just list the names of the ACS lumps in the LOADACS lump (sans extensions)
- SPLCHRLCRNG
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Re: The "How do I..." Thread
Hello again. I didn't know if this problem is difficult enough to post on its own thread or not, so I'm posting here. But for some reason I can't get the parent/child connection working at all when making an alternative centaur with a properly working shield. In reality, he spawns the ShieldActor directly in front of him, that blocks/reflects attacks only from the front and it would move along wherever he was facing (due to A_Warp; thanks to amv2k9 for help on this), and the ShieldActor would disappear after a set duration, when he suffers pain (for example, by an attack from behind) or when he dies (if he was killed by an attack from behind, so the solid and reflecting ShieldActor still isn't in effect after he dies). I always got annoyed when he would become entirely immortal from all angles when his shield should only be effective from the front.
Before, I modified it so that the ShieldActor would 'survive' for the same duration as when the centaur's shield is raised. After that duration, it would automatically jump to its Death: state. While that worked okay, it still didn't get rid of the ShieldActor whenever he would suffer pain or die. I decided to use this original, cleaner and less messy method again but the parent/child thing is what's holding it all back.
Before, I modified it so that the ShieldActor would 'survive' for the same duration as when the centaur's shield is raised. After that duration, it would automatically jump to its Death: state. While that worked okay, it still didn't get rid of the ShieldActor whenever he would suffer pain or die. I decided to use this original, cleaner and less messy method again but the parent/child thing is what's holding it all back.
Spoiler:I was also suggested to give ShieldActor the Monster combo (and to see if it helps, I also changed all A_RemoveChildren to A_KillChildren, remove the Invulnerable flag from the ShieldActor, and gave it high health while still keeping the Death: state), but in the end that makes the shield actor never appear at all (although I'm able to spawn it with console commands). The above code reflects BEFORE I made those changes, which I discarded. Can anyone help me with this, or figure out why this parent/child connection is never working? I'm still pretty new to the A_Warp thing. I just started using the latest version of zdoom downloaded from SVN repository to see if it makes any difference but the problems are still there.
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Re: The "How do I..." Thread
Give the shield actor the ISMONSTER flag to tell the engine that the actor is a monster (this is needed for the master/child relationship) and change the pointer in A_Warp from AAPTR_TARGET to AAPTR_MASTER.
Also, you might want to add the SXF_NOCHECKPOSITION flag to the A_SpawnItemEx calls.
Also, you might want to add the SXF_NOCHECKPOSITION flag to the A_SpawnItemEx calls.
- WARCHILD_89
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Re: The "How do I..." Thread
I would like to make a map with more than one Player 1 start.
But where you get spawned in the map should be depending on which Player class you have Chosen.
I think this could be done via ACS but I have no clue how to start.
Maybe each Player class has ist own TID and The map reads the TID of the class you have Chosen and spawns you to the right start, maybe with the same TID ?
But where you get spawned in the map should be depending on which Player class you have Chosen.
I think this could be done via ACS but I have no clue how to start.
Maybe each Player class has ist own TID and The map reads the TID of the class you have Chosen and spawns you to the right start, maybe with the same TID ?
Re: The "How do I..." Thread
If you can wait a while I guess I can tell you the solution.
OK, here it is:
This is a Hexen map in UDMF format.
OK, here it is:
This is a Hexen map in UDMF format.
- Mánibranðr System
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Re: The "How do I..." Thread
What is the best way to calculate the distance between a monster and its target as well as the elevation?
- SPLCHRLCRNG
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Re: The "How do I..." Thread
Thanks blue shadow, it works perfectly now!
- WARCHILD_89
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Re: The "How do I..." Thread
@cocka
Thanks! Now I have something to start with
Thanks! Now I have something to start with

- GhostKillahZero
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Re: The "How do I..." Thread
I need some ACS that enable's infinite ammo that last forever and can then be disabled when I need it to, And I don't want to use the [wiki]ConsoleCommand[/wiki] function.
- Marrub
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Re: The "How do I..." Thread
Could you not just use sv_infiniteammo 1?
- GhostKillahZero
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Re: The "How do I..." Thread
but what if im playing on nightmare, or some other custom difficulty that prevents the use of cheats?
- Marrub
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Re: The "How do I..." Thread
sv_cheats 1, changemap mapXX
- GhostKillahZero
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Re: The "How do I..." Thread
already know that, but thanks for the feedback.
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Re: The "How do I..." Thread
I'm trying to make an Assault Rifle Reload line that takes ammo from the ammo pool, unfortunately if there is only 10 rounds or so left in the pool it should reload with the ammo that is available but instead it reloads it to the max capacity of the weapon which is 30 either though there are only 10 rounds in the ammo pool, i can't quite figure it out - here is the lines i've got going, anyone able to help me out of what i might be doing wrong?
Spoiler:
- rollingcrow
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Re: The "How do I..." Thread
How can I check what kind of damaging floor the player is standing on and give inventory items based on how much damage the floor does without hurting the player?
In context, I want slime to build up an instant death meter, with different damaging floors increasing this meter by varying amounts rather than hurting the player.
In context, I want slime to build up an instant death meter, with different damaging floors increasing this meter by varying amounts rather than hurting the player.