I don't know. It annoys me when decals appear on walls, so I turned them off.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?
The "How do I..." Thread
Forum rules
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.
Re: The "How do I..." Thread
-
Blue Shadow
- Posts: 5046
- Joined: Sun Nov 14, 2010 12:59 am
Re: The "How do I..." Thread
If you're using [wiki]UDMF[/wiki], then you can disable decals on per-linedef basis.
Re: The "How do I..." Thread
But that's not what he asked at all. He wanted to remove decals off of a line, not removed outright from everything. 
Re: The "How do I..." Thread
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.
- GhostKillahZero
- Posts: 742
- Joined: Wed Nov 13, 2013 4:41 pm
- Location: 343 Industries Headquarters
- Contact:
Re: The "How do I..." Thread
Is there a possibility of changing wall textures through ACS, cause I have camera textures that periodically switches between cameras.
Re: The "How do I..." Thread
You didn't look much, did you? 
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.
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.
- GhostKillahZero
- Posts: 742
- Joined: Wed Nov 13, 2013 4:41 pm
- Location: 343 Industries Headquarters
- Contact:
Re: The "How do I..." Thread
No, I suppose notedward850 wrote:You didn't look much, did you?
Ohhhhhh, OK... I see that is a better solution. I'm stupid sometimes when it comes to doom editingedward850 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.
Re: The "How do I..." Thread
LOL, but Blue Shadow has replied to him.He wanted to remove decals off of a line, not removed outright from everything.
Re: The "How do I..." Thread
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.
- kevansevans
- Spotlight Team
- Posts: 435
- Joined: Tue Oct 05, 2010 12:04 am
- Graphics Processor: nVidia with Vulkan support
- Contact:
Re: The "How do I..." Thread
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.
Re: The "How do I..." Thread
This will do!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.
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
- Posts: 5046
- Joined: Sun Nov 14, 2010 12:59 am
Re: The "How do I..." Thread
Try increasing their [wiki=Actor_properties#Mass]mass[/wiki].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.
Do you have the code?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.
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.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?
- kevansevans
- Spotlight Team
- Posts: 435
- Joined: Tue Oct 05, 2010 12:04 am
- Graphics Processor: nVidia with Vulkan support
- Contact:
Re: The "How do I..." Thread
Blue Shadow wrote:Do you have the code?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.
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
- Posts: 5046
- Joined: Sun Nov 14, 2010 12:59 am
Re: The "How do I..." Thread
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.
That would be my guess, anyway.

