The "How do I..." Thread

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

Post by Enjay »

Ravick wrote: This will do! :D
Remember, that's really just a dirty hack for Hexen and Doom format maps. If you're using UDMF, Blue Shadow's suggestion is probably much better.
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ReedtheStrange
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Re: The "How do I..." Thread

Post by ReedtheStrange »

How can I make a gun or some other non-dead (or just +CORPSE flagged) actor go to their crush state when crushed by a door instead of either nothing happening to them or them just disappearing?

I'm sorry for repeating a question, but I know that it's easy for the to disappear in other questions.
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Astrumis
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Re: The "How do I..." Thread

Post by Astrumis »

Blue Shadow wrote:Try increasing their [wiki=Actor_properties#Mass]mass[/wiki]

Well i've increased the mass.. and well this is the result somehow.

i din't know bullet casings were capable of such speeds, they're like Piranha.
Spoiler:
Blue Shadow
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Re: The "How do I..." Thread

Post by Blue Shadow »

Something probably needs to be done about their velocity when underwater.

This is a code of one of the casings from ZDoom Community Map Project 2, which is made to behave "properly" when underwater:

Code: Select all

ACTOR PistolCasing
{
	Height 8
	Radius 6
	Speed 4
	Scale 0.45
	BounceFactor 0.4
	Mass 200 // [Blue Shadow] increasing the mass makes it sink faster in a 'swimmable water'
	PROJECTILE
	+DOOMBOUNCE
	+DONTSPLASH
	- NOGRAVITY
	- NOBLOCKMAP
	Seesound "weapons/case1"
	States
	{
	Spawn:
		CAS2 A 0 A_Playsound("NULL")
		CAS2 ABCD 2 A_JumpIf(waterlevel > 0, "Underwater")
		Goto Spawn+1
	Underwater:
		CAS2 ABCD 2 A_ScaleVelocity(0.925) // [Blue Shadow] makes the it de-accelerate :)
		Loop
	Death:
		CAS2 A 0 A_Jump(64,4)
		CAS2 A 0 A_Jump(85,4)
		CAS2 A 0 A_Jump(128,4)
		CAS2 A 350
		Stop
		CAS2 B 350
		Stop
		CAS2 C 350
		Stop
		CAS2 D 350
		Stop
	}
}
Kostov
 
 
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Re: The "How do I..." Thread

Post by Kostov »

A_Scream for a player class works, A_Pain doesn't. What's up?
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GhostKillahZero
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Re: The "How do I..." Thread

Post by GhostKillahZero »

A_Pain only works with monsters/enemies, but why use it on a player class?
Kostov
 
 
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Re: The "How do I..." Thread

Post by Kostov »

GhostKillahZero wrote:A_Pain only works with monsters/enemies, but why use it on a player class?
Different sounds for that class? :P

I'll just use A_Playsound instead.
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Orangestar
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Re: The "How do I..." Thread

Post by Orangestar »

Not sure if this has been asked, but it's hell to search for. Is there an actor class or something similar that activates a script when it "hears" gunfire? I'm basically trying to do a localized version of Strife's "Activate alarms and guards when you shoot guns" script.
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Ravick
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Re: The "How do I..." Thread

Post by Ravick »

I've never used those "particles" 'entities'. Is there a way to create custom particles spwaners and/or custom particles?
And how can I set where the particles goes when spawned?

___
Blue Shadow wrote:
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.
For some reason, the Vspeed didn't work. It did just keep floating. But I've got it working with NOGRAVITY and ThrustThingZ. Thanks! :)
Enjay wrote:
Ravick wrote: This will do! :D
Remember, that's really just a dirty hack for Hexen and Doom format maps. If you're using UDMF, Blue Shadow's suggestion is probably much better.
It is for a map for an old Skulltag project, so I was limited for the old Skulltag in Hexen map format. :S
Thanks! :)
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Gifty
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Re: The "How do I..." Thread

Post by Gifty »

So I'm trying to smoothify the Doomguy mugshot. Currently I'm working on the rampage state.

Code: Select all

mugshot "rampage", health2
{
	KL01 2;
	KL02 2;
	KL03 20;
}
The rampage state loops for as long as the player holds fire, but if you add extra frames to the mix it causes problems; it loops the entire sequence and he keeps making the face over and over. Alternately, if I give the last frame a duration of -1, the mugshot gets stuck and has no way of getting back to the idle state. I need it to hold on the final frame, but still stop when the player releases the button. My plight is that there seem to be far fewer commands for SBARINFO than there are for a standard actor script; are there any tools I can use to manipulate the animation? I haven't found anything on the wiki.
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kodi
 
 
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Re: The "How do I..." Thread

Post by kodi »

Are there any wads with ACS-based in-game mouse cursors? I'm having a hard time wrapping my head around it. Currently looks like this:

Code: Select all

int mouseposx = 1000.0 ;
int mouseposy = 1000.0 ;

script "inmenu" ENTER
    {
    while (true)
        {
        Sethudsize (1920, 1080, false);
        SetFont("CROSSHAIRS");

        int mouseyaw = GetPlayerInput (-1, INPUT_YAW);
        int mousepitch = GetPlayerInput (-1, INPUT_PITCH);

        delay(1);
        mouseposx+=(mouseyaw + 0.0);
        mouseposy+=(mousepitch + 0.0);
        hudmessage  (s:"1"; HUDMSG_FADEOUT, 3, cr_UNTRANSLATED,  mouseposx, mouseposy, 100, 100);
        delay(1);
        }
    }
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Deimus
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Re: The "How do I..." Thread

Post by Deimus »

How do I make a projectile comeback to me? I use an weapon throws it and when hits something and go to death state, spawns projecti le/item back to me. Upon pickup I can reuse it.
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GhostKillahZero
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Re: The "How do I..." Thread

Post by GhostKillahZero »

Deimus wrote:How do I make a projectile comeback to me? I use an weapon throws it and when hits something and go to death state, spawns projecti le/item back to me. Upon pickup I can reuse it.
Here is the code from doom 3 weapons, I hope this helps:
Spoiler:
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Deimus
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Re: The "How do I..." Thread

Post by Deimus »

Yeah I seen that one, just ask if there is a more simpler alternative to do this.

Thanks anyways.
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TheBadHustlex
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Re: The "How do I..." Thread

Post by TheBadHustlex »

Is there a way to create something like a black, dynamic light in GZDoomBuilder? Or "dynamic darkness" in this case?
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