I haven't used this software myself, but I've seen it being recommended before: XMPlay with the MIDI input plugin.TheBadHustlex wrote:Is there any player-software around that plays .mus-files?
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
Re: The "How do I..." Thread
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.Carbine Dioxide wrote:yes, I do mean that it works sort of like players armor, or maybe like halos armor system.
Re: The "How do I..." Thread
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.
- Mánibranðr System
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Re: The "How do I..." Thread
That will take a bit of ACS scripting to accomplish.Carbine Dioxide wrote:... halos armor system.
Doesn't look like it, you'll have to just use A_Explode to augment the damage.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.
Re: The "How do I..." Thread
How do I attach a camera to the rear of a rocket? The A_Warp part.
Re: The "How do I..." Thread
Is it possible to translate the default dialogues from Strife? Or do I have to rewrite them?
- jazzmaster9
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Re: The "How do I..." Thread
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?
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Re: The "How do I..." Thread
For ZDoom, no. For Skulldronum, you can probably use [wiki]ConsoleCommand[/wiki].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?
Re: The "How do I..." Thread
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".
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".
- Caligari87
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Re: The "How do I..." Thread
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?ArcheKruz wrote:That will take a bit of ACS scripting to accomplish.Carbine Dioxide wrote:... halos armor system.

Re: The "How do I..." Thread
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.
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.
- TheMightyHeracross
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Re: The "How do I..." Thread
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
}
}
Re: The "How do I..." Thread
But there is a spoiler that has his code.Caligari_87 wrote: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?ArcheKruz wrote:That will take a bit of ACS scripting to accomplish.Carbine Dioxide wrote:... halos armor system.
Spoiler:
Re: The "How do I..." Thread
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?
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?
Re: The "How do I..." Thread
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: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?
Code: Select all
"160:235=%[0.0,0.0,0.0]:[0.0,0.0,2.0]"
Your seekermissile needs the +SEEKERMISSILE flag.Only half of the flame is actually blue/grey, and it doesnt home at all. How do i make it home in very aggresively?