The "How do I..." Thread

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

Post by cocka »

BTW, is there a way to avoid a line to get decals (I mean, not a texture, but a wall), or then clear the decals of this line with ACS?
I don't know. It annoys me when decals appear on walls, so I turned them off.
Blue Shadow
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Re: The "How do I..." Thread

Post by Blue Shadow »

If you're using [wiki]UDMF[/wiki], then you can disable decals on per-linedef basis.
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cocka
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Re: The "How do I..." Thread

Post by cocka »

That's too much fuss. I used the CVAR for it:

Code: Select all

cl_maxdecals 0
and problem solved. :D
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edward850
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Re: The "How do I..." Thread

Post by edward850 »

But that's not what he asked at all. He wanted to remove decals off of a line, not removed outright from everything. :stuppor:
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Enjay
 
 
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Re: The "How do I..." Thread

Post by Enjay »

Animations do not get decals on them (by default anyway). So, you could make a copy texture, define it as a single frame animation in ANIMDEFS and use it on any wall where decals appearing was not wanted.
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GhostKillahZero
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Re: The "How do I..." Thread

Post by GhostKillahZero »

Is there a possibility of changing wall textures through ACS, cause I have camera textures that periodically switches between cameras.
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edward850
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Re: The "How do I..." Thread

Post by edward850 »

You didn't look much, did you? :P
Although usually people just cycle through cameras on the same texture, rather then swapping the texture. I suppose it depends on whatever you find easier.
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GhostKillahZero
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Re: The "How do I..." Thread

Post by GhostKillahZero »

No, I suppose not :3:
edward850 wrote:Although usually people just cycle through cameras on the same texture, rather then swapping the texture. I suppose it depends on whatever you find easier.
Ohhhhhh, OK... I see that is a better solution. I'm stupid sometimes when it comes to doom editing :roll: Thanks for helping me out though.
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cocka
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Re: The "How do I..." Thread

Post by cocka »

He wanted to remove decals off of a line, not removed outright from everything.
LOL, but Blue Shadow has replied to him. :D (UDMF etc.)
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Astrumis
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Re: The "How do I..." Thread

Post by Astrumis »

Is there a way to get a projectile to thrust itself down if it hits a 3d water sector? i've got bullet casings and shell casings bouncing all around my water sectors and they never sink.. just keep bouncing from wall to wall.
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kevansevans
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Re: The "How do I..." Thread

Post by kevansevans »

running into a bit of a frustrating issue. In Sky May Be, demons are modified to shoot plasma bolts at the player that do no damage, however, they act as chaingunners and can be incredibly deadly in wide open rooms. The problem I've having is the bolts are targeting the demon that spawned them instead of the player. Is there a decorate code I can use to fix this issue? I want to avoid ACS script as of now.
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Ravick
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Re: The "How do I..." Thread

Post by Ravick »

Enjay wrote:Animations do not get decals on them (by default anyway). So, you could make a copy texture, define it as a single frame animation in ANIMDEFS and use it on any wall where decals appearing was not wanted.
This will do! :D
Thanks, guys!

__

This one maybe will sound idiot, but wherever: I want to make an actor that does just move up and then dies when hitting the sky. It will work as a flare, being a decoy in the landscape. I'm not sure of how to make the vertical movement. Should it be a projectile with speed zero and ThrustThingZ? Or is there a better way to do that?
Blue Shadow
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Re: The "How do I..." Thread

Post by Blue Shadow »

Astrumis wrote:Is there a way to get a projectile to thrust itself down if it hits a 3d water sector? i've got bullet casings and shell casings bouncing all around my water sectors and they never sink.. just keep bouncing from wall to wall.
Try increasing their [wiki=Actor_properties#Mass]mass[/wiki].

kevansevans wrote:running into a bit of a frustrating issue. In Sky May Be, demons are modified to shoot plasma bolts at the player that do no damage, however, they act as chaingunners and can be incredibly deadly in wide open rooms. The problem I've having is the bolts are targeting the demon that spawned them instead of the player. Is there a decorate code I can use to fix this issue? I want to avoid ACS script as of now.
Do you have the code?

Ravick wrote:I'm not sure of how to make the vertical movement. Should it be a projectile with speed zero and ThrustThingZ? Or is there a better way to do that?
Yeah, it could be a projectile. Whatever it is, the actor should have [wiki=Actor_flags#NOGRAVITY]NOGRAVITY[/wiki] so it can float up. For the thrusting, yes, ThrustThingZ should do it. There is also the [wiki=Actor_properties#VSpeed]VSpeed[/wiki] actor property.
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kevansevans
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Re: The "How do I..." Thread

Post by kevansevans »

Blue Shadow wrote:
kevansevans wrote:running into a bit of a frustrating issue. In Sky May Be, demons are modified to shoot plasma bolts at the player that do no damage, however, they act as chaingunners and can be incredibly deadly in wide open rooms. The problem I've having is the bolts are targeting the demon that spawned them instead of the player. Is there a decorate code I can use to fix this issue? I want to avoid ACS script as of now.
Do you have the code?

Code: Select all

ACTOR modifiedDemon : Demon replaces Demon
{
	Game Doom
	SpawnID 8
	Health 150
	PainChance 180
	Speed 10
	Radius 30
	Height 56
	Mass 400
	Monster
	+FLOORCLIP
	+NOTARGET
	SeeSound "demon/sight"
	AttackSound "demon/melee"
	PainSound "demon/pain"
	DeathSound "demon/death"
	ActiveSound "demon/active"
	Obituary "$OB_DEMONHIT"
	States
	{
	Spawn:
		SARG AB 10 A_Look
		Loop
	See:
		SARG AABBCCDD 2 Fast A_Chase
		Loop
	Melee:
		SARG EF 8 Fast A_FaceTarget
		SARG G 8 Fast A_SARGAttack
		Goto See
	Missile:
		SARG EF 4 Fast A_FaceTarget
		SARG G 8 Fast A_CustomMissile("chaingunBlobs", 0)
		Goto Missile
	Pain:
		SARG H 2 Fast
		SARG H 2 Fast A_Pain
		Goto See
	Death:
		SARG I 8
		SARG J 8 A_Scream
		SARG K 4
		SARG L 4 A_NoBlocking
		SARG M 4
		SARG N -1
		Stop
	Raise:
		SARG N 5
		SARG MLKJI 5
		Goto See
	}
}
ACTOR chaingunBlobs
{
	Game Doom
	SpawnID 129
	Radius 13
	Height 8
	Speed 15
	PROJECTILE
	RenderStyle Add 
	Alpha 0.75
	SeeSound "baby/attack"
	DeathSound "baby/shotx"
	States
	{
	Spawn:
		PLSS AB 4 A_CustomBulletAttack(1, 7, 7, 5, "BulletPuff")
		Loop
	Death:
		PLSS ABCDE 5 BRIGHT
		Stop
	}
}
Blue Shadow
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Re: The "How do I..." Thread

Post by Blue Shadow »

A projectile's target is usually the actor that fired it, so said projectile will attack its shooter, i.e. the demon, in this case.

That would be my guess, anyway.
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