The "How do I..." Thread

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

Post by Blue Shadow »

TheBadHustlex wrote:Is there any player-software around that plays .mus-files?
I haven't used this software myself, but I've seen it being recommended before: XMPlay with the MIDI input plugin.
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edward850
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Re: The "How do I..." Thread

Post by edward850 »

Carbine Dioxide wrote:yes, I do mean that it works sort of like players armor, or maybe like halos armor system.
Monsters will "use" armour if given to them, like the player. However I'm not so sure when that behaviour came to be and if it's intended. It makes sense to happen either way.
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Enjay
 
 
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Re: The "How do I..." Thread

Post by Enjay »

When using [wiki]A_Quake[/wiki] is it possible to alter the damage done by more than just the intensity and radius parameters? I don't see a way of doing it but I just thought I'd check. I'd like a quake effect centred on an actor that does more damage than the usual quake effect. At present, I'm using [wiki]A_Explode[/wiki] to augment the quake. This works fine but I was just wondering if it can be done within the Quake function.
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Mánibranðr System
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Re: The "How do I..." Thread

Post by Mánibranðr System »

Carbine Dioxide wrote:... halos armor system.
That will take a bit of ACS scripting to accomplish.
Enjay wrote:When using [wiki]A_Quake[/wiki] is it possible to alter the damage done by more than just the intensity and radius parameters? I don't see a way of doing it but I just thought I'd check. I'd like a quake effect centred on an actor that does more damage than the usual quake effect. At present, I'm using [wiki]A_Explode[/wiki] to augment the quake. This works fine but I was just wondering if it can be done within the Quake function.
Doesn't look like it, you'll have to just use A_Explode to augment the damage.
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everamzah
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Re: The "How do I..." Thread

Post by everamzah »

How do I attach a camera to the rear of a rocket? The A_Warp part.
mallo
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Re: The "How do I..." Thread

Post by mallo »

Is it possible to translate the default dialogues from Strife? Or do I have to rewrite them?
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jazzmaster9
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Re: The "How do I..." Thread

Post by jazzmaster9 »

Is there a way to make a mod automatically switch Zdoom to the "minimal HUD (The HUD without the status bar)" when you start playing?
Blue Shadow
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Re: The "How do I..." Thread

Post by Blue Shadow »

jazzmaster9 wrote:Is there a way to make a mod automatically switch Zdoom to the "minimal HUD (The HUD without the status bar)" when you start playing?
For ZDoom, no. For Skulldronum, you can probably use [wiki]ConsoleCommand[/wiki].
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edward850
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Re: The "How do I..." Thread

Post by edward850 »

No you can't. Torr Samaho is phasing it out (for pretty much exactly this reason, as it was never intended to control user settings).

Well okay you can at the moment, but it's not going to remain compatible, or at least something along those lines. All I have been told is it's being removed in some form in "Zandro 2.0".
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Caligari87
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Re: The "How do I..." Thread

Post by Caligari87 »

ArcheKruz wrote:
Carbine Dioxide wrote:... halos armor system.
That will take a bit of ACS scripting to accomplish.
Apothem actually did it back in 2009, although the download is broken now and I'm not sure if there's a more updated version floating around. Maybe PM him?

8-)
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tuintje
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Re: The "How do I..." Thread

Post by tuintje »

So i'm still working on a mod of mine.

how can i replace a weapon after I pick it up?

for example i got a pistol but then i pick up a better pistol and the old pistol is removed.
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TheMightyHeracross
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Re: The "How do I..." Thread

Post by TheMightyHeracross »

Code: Select all

ACTOR PistolSpawner : CustomInventory replaces Pistol
{
        +INVENTORY.ALWAYSPICKUP
        Inventory.PickupMessage "Energy Boost!!!"
        Inventory.PickupSound "misc/p_pkup"
        States
        {
                Spawn:
                TNT1 A 0 A_GiveInventory("NewPistol", 1)
                TNT1 A 0 A_TakeInventory("OldPistol", 1)
                Stop
        }
}
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Onar4241
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Re: The "How do I..." Thread

Post by Onar4241 »

Caligari_87 wrote:
ArcheKruz wrote:
Carbine Dioxide wrote:... halos armor system.
That will take a bit of ACS scripting to accomplish.
Apothem actually did it back in 2009, although the download is broken now and I'm not sure if there's a more updated version floating around. Maybe PM him?

8-)
But there is a spoiler that has his code.
Spoiler:
Cansteam
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Re: The "How do I..." Thread

Post by Cansteam »

I'm back with a new question about the palette. Which colors are used on the Fatshot, and the Lost Soul's flames?

EDIT: Actually, i'll give you the code

actor icehome : flame
{
speed 13
translation "208:235 = 192:207, 160:191 = 80:111, 16:41 = 80:111, 48:79 = 80:111"
states
{
spawn:
MANF ABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABAB 1 Bright A_SeekerMissile(40, 80)
MISL BCD 3 Bright
stop
}
}
Only half of the flame is actually blue/grey, and it doesnt home at all. How do i make it home in very aggresively?
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amv2k9
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Re: The "How do I..." Thread

Post by amv2k9 »

Cansteam wrote:I'm back with a new question about the palette. Which colors are used on the Fatshot, and the Lost Soul's flames?
First off, you should translate each of the ranges involved individually, like 208:223, 224:231, and 232:235, instead of 208:235. Or you could use saturated translations:

Code: Select all

"160:235=%[0.0,0.0,0.0]:[0.0,0.0,2.0]"
The above should translate all the red, orange and yellow ranges to a range from black to blue.
Only half of the flame is actually blue/grey, and it doesnt home at all. How do i make it home in very aggresively?
Your seekermissile needs the +SEEKERMISSILE flag.
Locked

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