Solution:
Spoiler:Edit: Oh, and I had to make two more pickup Items for both the assault shotgun and the quad shotgun, I feel like I'm taking the long way around with this method but oh well.
Spoiler:Edit: Oh, and I had to make two more pickup Items for both the assault shotgun and the quad shotgun, I feel like I'm taking the long way around with this method but oh well.
Stardust wrote:I'm not sure if this is related to engine limits, or if it's a bug, but sometimes online, some HUDs or bars are glitchy.
Why do I have an odd feeling this has nothing to do with ZDoom at all? "Only happens online" is a common Zandronum related symptom, and thus, doesn't have much of a point being posted here. Especially when it sounds like ammo counts are becoming mismatched (packet-loss or absence of client related handling), which in ZDoom this can't logically happen online or off.Stardust wrote:When I play offline, each single HUD is displayed correctly, this ONLY occurs online.
Code: Select all
Reload: //when press R go reload
SHT2 D 7 A_OpenShotgun2
SHT2 E 7
SHT2 F 7 A_LoadShotgun2
SHT2 G 6
SHT2 H 6 A_CloseShotgun2
SHT2 A 5 A_ReFire
Goto Ready
Code: Select all
//addkeysection "Doom new reload system" ThisDoomModKeys
//addmenukey "Custom Reload" customreloader
alias customreloader "+Reload"
defaultbind e "customreloader"
ok gez, thankyou very much, it works!Gez wrote:Forget entirely about using KEYCONF, and instead use [wiki]A_WeaponReady[/wiki] with the WRF_ALLOWRELOAD flag in the weapon's ready state.
Code: Select all
Actor TestScalingBullet : FastProjectile
{
Damage (25^2) // (25^1) (25^0)
Speed 50
Height 1
Radius 1
MissileHeight 8
Projectile
States
{
Spawn:
TNT1 A 1 bright
Loop
Crash:
Death:
XDeath:
TNT1 A 1
Stop
}
}
These popups can be creataed through [wiki]SBARINFO[/wiki]. The log, keys and status are a kind of a [wiki=StatusBar]statusbar[/wiki]. The [wiki]CreatePopup[/wiki] command controls how these popups appear on the HUD.SPLCHRLCRNG wrote:I've recently been playing Strife on-and-off and thought that the window with the weapons/stamina upgrades/ammo and the other window with objectives would work with my main Hexen mod really well. What's a good way to replicate them on UDMF? Or can anyone just link me to a tutorial or article for it? Thanks.
Code: Select all
// Objective/Log/Info stuff.
CreatePopup Status, 320, 200, None;
StatusBar PopupStatus
{
drawimage "STOBJ", 0, 0;
drawstring "LogFont", gold, globalvar 1, 55,26, 0, alignment(left);
drawstring "LogFont", lightblue, globalvar 2, 55,38, 0, alignment(left);
drawstring "LogFont", white, globalvar 3, 10,62, 0, alignment(left), linebreaks(300);
}
CreatePopup Log, 320, 200, None;
StatusBar PopupLog
{
drawimage "STLOG", 0, 0;
drawstring "LogFont", darkgreen, globalarray 5, 10,25, 0, alignment(left), linebreaks(300);
drawstring "LogFont", green, globalarray 6, 10,62, 0, alignment(left), linebreaks(300);
}
cortlong50 wrote:Second how do you make a reverb effect in certain parts of maps on doom builder? (I know. This is the wrong place...but I thought id ask.)
I was playing enjays bgpa (KILLER tc by the way. Enjays is easily my favorite doomer. He is respectful, organized and makes good shit.) and there was a section that had a reverb. I sifted through his code and couldn't for the life of me figure it out.