The "How do I..." Thread

Archive of the old editing forum
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.
User avatar
Yholl
Posts: 1955
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

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

Post by Yholl »

Kappes Buur wrote:A_GunFlash illuminates the whole sprite when the weapon is fired.
No it doesn't. It calls the overlaid Flash state, which runs simultaneously to the current gun states.
Bright illuminates the gun. A_Light illuminates the level.
witlord
Posts: 2
Joined: Sat May 10, 2014 11:06 am

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

Post by witlord »

Yeah, how do I get Doom Builder to let me place Heretic/Hexen things in a way that doesn't cause Zdoom DECORATE errors? I can get thing entries in Doom Builder, but everything I do causes Zdoom to return a duplicate class or more than once error.

Sample DECORATE entries (just my most recent attempts that haven't worked):
Spoiler:
Spoiler:


Any help would be greatly appreciated!

EDIT: Nevermind, got it working with this:
Spoiler:
Last edited by witlord on Sat May 10, 2014 4:50 pm, edited 1 time in total.
User avatar
xenoxols
Posts: 2134
Joined: Mon Mar 18, 2013 6:08 pm
Preferred Pronouns: She/Her
Location: Behind you

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

Post by xenoxols »

I cant get stopsound to work in a monsters death state.(or at all)

Code: Select all

Actor Hellkn2 : HellKnight 69
{
Deathsound Null
States
{
Death:
    BOS2 I 8
	TNT1 A 0 A_StopSound(CHAN_VOICE)
    BOS2 J 8 A_Playsound("deathquote",2,1.0,false,ATTN_NONE)
    BOS2 K 8
    BOS2 L 8 A_NoBlocking
    BOS2 MN 8
    BOS2 O -1
    Stop
}
}
When 1 dies and I kill another one quickly the sound plays twice at the same time.
User avatar
edward850
Posts: 5890
Joined: Tue Jul 19, 2005 9:06 pm
Location: New Zealand
Contact:

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

Post by edward850 »

That's not what [wiki]A_StopSound[/wiki] does. It stops the channel the actor has, not every instance of said channel. What you probably want is a singular sound.

Also, you didn't need to give it a 0 tic frame. It would have worked on the first death frame just fine.
User avatar
xenoxols
Posts: 2134
Joined: Mon Mar 18, 2013 6:08 pm
Preferred Pronouns: She/Her
Location: Behind you

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

Post by xenoxols »

But how can I use that with $random?
User avatar
edward850
Posts: 5890
Joined: Tue Jul 19, 2005 9:06 pm
Location: New Zealand
Contact:

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

Post by edward850 »

You define the random sound as singular.
User avatar
xenoxols
Posts: 2134
Joined: Mon Mar 18, 2013 6:08 pm
Preferred Pronouns: She/Her
Location: Behind you

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

Post by xenoxols »

Did you mean this?

Code: Select all

$random ONELIN { ONELIN01 ONELIN02 ONELIN03 ONELIN04 ONELIN05 ONELIN06 ONELIN08}
ONELIN01 smart
ONELIN02 PICUPS
ONELIN03 PICUPS
ONELIN04 boomstik
ONELIN06 dark4
ONELIN08 dark6

$singular ONELIN

$random deathquote { DQ1 DQ2 DQ3 DQ4 DQ5 DQ6 DQ7 DQ8 DQ9 DQ0}
DQ1 dark3
DQ2 NEXT
DQ3 GWG
DQ4 NEXT
DQ5 PICUPS
DQ6 dark4
DQ7 null
DQ8 null
DQ9 null
DQ0 null

$singular deathquote
Because that did not work.
User avatar
edward850
Posts: 5890
Joined: Tue Jul 19, 2005 9:06 pm
Location: New Zealand
Contact:

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

Post by edward850 »

You're right, $random doesn't do that. So the short answer is you can't actually do this at all. Not like this anyway.
If you want to do this properly, you need make the actual thing that performed the kill play the sound, which makes more sense anyway because that also makes the sound origin the killing thing (and thus you can give it sound attenuation).
User avatar
SPLCHRLCRNG
Posts: 23
Joined: Sun Mar 03, 2013 3:14 am
Location: the cave in my mind.
Contact:

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

Post by SPLCHRLCRNG »

How can one make a weapon that uses ammo when it hits a monster (not when it misses or hits a wall)? I'm trying to re-make the hammer from Hexen that has a more powerful melee attack when used on someone close up, but uses still mana when the melee strike hits (basically, Timon's Axe with the same hammer throwing ability as the hammer of retribution).
User avatar
GhostKillahZero
Posts: 742
Joined: Wed Nov 13, 2013 4:41 pm
Location: 343 Industries Headquarters
Contact:

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

Post by GhostKillahZero »

SPLCHRLCRNG wrote:How can one make a weapon that uses ammo when it hits a monster (not when it misses or hits a wall)? I'm trying to re-make the hammer from Hexen that has a more powerful melee attack when used on someone close up, but uses still mana when the melee strike hits (basically, Timon's Axe with the same hammer throwing ability as the hammer of retribution).
Using [wiki]A_CustomPunch[/wiki] and CPF_USEAMMO can do this correctly I presume, but you have to define the Weapon.AmmoUse when using this.
User avatar
Yholl
Posts: 1955
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

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

Post by Yholl »

SPLCHRLCRNG wrote:How can one make a weapon that uses ammo when it hits a monster (not when it misses or hits a wall)? I'm trying to re-make the hammer from Hexen that has a more powerful melee attack when used on someone close up, but uses still mana when the melee strike hits (basically, Timon's Axe with the same hammer throwing ability as the hammer of retribution).
I'd imagine making a custom puff with +PUFFGETSOWNER and having it A_TakeFromTarget the ammo in the correct state would work nicely.
User avatar
xenoxols
Posts: 2134
Joined: Mon Mar 18, 2013 6:08 pm
Preferred Pronouns: She/Her
Location: Behind you

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

Post by xenoxols »

Well what i'm trying to do is implement a taunt system like duke3d. And I don't know anything about acs.
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

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

Post by NeuralStunner »

xenoxols wrote:Well what i'm trying to do is implement a taunt system like duke3d. And I don't know anything about acs.
Then it sounds like you should [wiki=ACS]learn about it[/wiki]!
User avatar
kodi
 
 
Posts: 1361
Joined: Mon May 06, 2013 8:02 am

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

Post by kodi »

How can I use truecolor png's with intact Alpha as HudMessages under gzdoom? I mean it works dandy for textures at least.
User avatar
zrrion the insect
Posts: 2432
Joined: Thu Jun 25, 2009 1:58 pm
Location: Time Station 1: Moon of Glendale

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

Post by zrrion the insect »

As far as I know you cannot use truecolour pngs with intact alpha in zdoom or gzdoom.

Is there a way for actor A to spawn actor B, and then set B as the target of A? (or tracer, or master I don't care which) I figured this out almost immediately after posting it here and now I feel silly.
Last edited by zrrion the insect on Mon May 12, 2014 9:55 pm, edited 1 time in total.
Locked

Return to “Editing (Archive)”