The "How do I..." Thread
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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.
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Re: The "How do I..." Thread
Is there a way to change the height required to fall in order to play the *land sound? i've got a custom player class with modified Jump Height "Not by much compared to the Default" but every time i jump "Not off an edge" it plays the *land sound, can get quite bothersome seeing as you only jump a few more inches compared to the default value. i'd really rather not have to take out the land sound to solve it.
Re: The "How do I..." Thread
I got a pk3 format and an alarm.mp3 inside my sounds folder.
I want to play it with Playsound, I use this:
PlaySound (0, "alarm", CHAN_BODY, 1.0, FALSE, ATTN_NONE);
In my SNDINFO I have this:
alarm sounds\alarm.mp3
Doesn't work.
EDIT: Oh my fucking god it works with forward slashes ...
EDIT: Why wasn't there any warning in the console when playsound failed ?
I want to play it with Playsound, I use this:
PlaySound (0, "alarm", CHAN_BODY, 1.0, FALSE, ATTN_NONE);
In my SNDINFO I have this:
alarm sounds\alarm.mp3
Doesn't work.
EDIT: Oh my fucking god it works with forward slashes ...
EDIT: Why wasn't there any warning in the console when playsound failed ?
- Caligari87
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Re: The "How do I..." Thread
You may have to "alias" the sound first so ZDoom knows you mean "alarm.mp3" when you say "alarm". Look up the SNDDEF article on the wiki.
Disclaimer: Haven't modded in years, Wiki blocked for me at work. Guessing here.

Disclaimer: Haven't modded in years, Wiki blocked for me at work. Guessing here.

Re: The "How do I..." Thread
Based on my experience, I think pretty much everything that uses slashes in ZDoom-editing-land, uses forward slashes. Probably with the exception of path names, which I think would accept both back and forward slashes.VGA wrote:EDIT: Oh my fucking god it works with forward slashes ...
The only instance where backslashes are enforced is when doing special things with text printing (namely, escape sequences).
Note: I'm not sure how accurate this information is, but what I can tell you - I stick with using only forward slashes for pretty much everything except escape sequences. :P
Re: The "How do I..." Thread
How do I change the screen clolor effect of the invulnerability?
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Re: The "How do I..." Thread
With [wiki=Powerup_properties]Powerup.Color or Powerup.Colormap[/wiki].Ravick wrote:How do I change the screen clolor effect of the invulnerability?
- Slax
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Re: The "How do I..." Thread
How are we on proper moving platforms these days? Still not possible?
Re: The "How do I..." Thread
Is the Doom engine still using a 2D BSP? Does a bear shit in the woods?Slax wrote:How are we on proper moving platforms these days? Still not possible?

- TheBadHustlex
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Re: The "How do I..." Thread
Polyobjects should be useful for that.
But that's all I know, too. Never actually worked with those.
But that's all I know, too. Never actually worked with those.
Re: The "How do I..." Thread
I'm not sure what gave you the idea that polyobjects (a group of lines) are moving platforms. Because they aren't. You cannot stand on them (and attempting to do so using the midtex trick stops them dead, before you ask).
- TheBadHustlex
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Re: The "How do I..." Thread
Ha, didn't even know what midtex is supposed to be.
Well, that kind of destroys my idea of a really moving train-level.
Well, that kind of destroys my idea of a really moving train-level.
- zrrion the insect
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Re: The "How do I..." Thread
It there a way to change a weapon's tag?
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Re: The "How do I..." Thread
You mean at run-time? I doubt it, since using [wiki]GetActorProperty[/wiki]/[wiki]SetActorProperty[/wiki] will access/change the player's, not the weapon's.
- zrrion the insect
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Re: The "How do I..." Thread
Darn. I have a weapon (tagged fists) that, when given a dagger, I'd like to change the tag to dagger, and I was hoping to avoid having to split it into two weapons.