The "How do I..." Thread
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.
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.
Re: The "How do I..." Thread
Hey, those wait states look foreign to me. That's how you're supposed to do it? I always put loop and itjust works...
-
- Posts: 5039
- Joined: Sun Nov 14, 2010 12:59 am
Re: The "How do I..." Thread
See [wiki=Actor_states#Flow_control]this[/wiki].fellowzdoomer wrote:Hey, those wait states look foreign to me.
Re: The "How do I..." Thread
So... this whole time I have used the wrong thing? Or is it that "if it isn't bombing out, I did it right"?
Re: The "How do I..." Thread
Thanks for the help, but would I need an actual "magazine" for the ssg for this to work? or could this work with just the ammo pool?amv2k9 wrote:Toberone wrote:Hypothetically, let's say I put a bunch of A_WeaponReady's in the ssg's reload states and I switch out. When I switch back, how do I make it so it still have to reload before it fires?Code: Select all
ACTOR SSG : Weapon { States { Deselect: TNT1 A 0 A_JumpIfInventory("SSGShellsInShotgun",2,"FullDeselect") TNT1 A 0 A_GiveInventory("ReloadOnSelect") FullDeselect: SSGA A 1 A_Lower Wait Ready: TNT1 A 0 A_JumpIfInventory("ReloadOnSelect",1,"Reload") SSGA A 1 A_WeaponReady Wait } }
Re: The "How do I..." Thread
You'd define a second ammo type. You could do it with inventory items too, I suppose.Toberone wrote:Thanks for the help, but would I need an actual "magazine" for the ssg for this to work? or could this work with just the ammo pool?
Re: The "How do I..." Thread
Gotcha, I' think I have an idea now, again thanks for the help.amv2k9 wrote:You'd define a second ammo type. You could do it with inventory items too, I suppose.Toberone wrote:Thanks for the help, but would I need an actual "magazine" for the ssg for this to work? or could this work with just the ammo pool?
-
- Posts: 5039
- Joined: Sun Nov 14, 2010 12:59 am
Re: The "How do I..." Thread
Consider these two cases:fellowzdoomer wrote:So... this whole time I have used the wrong thing? Or is it that "if it isn't bombing out, I did it right"?
Code: Select all
Select:
BLAH A 1 A_Raise
BLAH B 1 A_Raise
BLAH C 1 A_Raise
BLAH D 1 A_Raise
BLAH E 1 A_Raise
// When "Wait" is called, here, "BLAH E 1 A_Raise" is looped. However, when "Loop" is called, the whole "Select" state is looped from the top.
Code: Select all
Select:
BLAH A 1 A_Raise
// Going by the above, using "Wait" or "Loop", here, would have the same result.
Re: The "How do I..." Thread
In Doom Builder 2, how do I change skies? Right now I only see F_SKY1 to choose from and the other Doom II skies are missing from the textures like the burning city and stuff. The map is standard Doom 2 config. At first I thought it was because I was on MAP02 and it uses that particular sky, so I made a new quick test MAP12 (when the sky changes) and it's still F_SKY1. Is there a way to get Doom 1 skies into a Doom II map? Another question is how do I re-align horizontal textures? I know a vertical one you can just move it in visual mode with the arrow keys, but that doesn't work for horizontal textures. I got quite a few that are misaligned.
- TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
Re: The "How do I..." Thread
All F_SKY1 does is tell the engine that you want that ceiling/floor to be sky. The sky shown is controlled by MAPINFO.Nevander wrote:In Doom Builder 2, how do I change skies? Right now I only see F_SKY1 to choose from and the other Doom II skies are missing from the textures like the burning city and stuff. The map is standard Doom 2 config. At first I thought it was because I was on MAP02 and it uses that particular sky, so I made a new quick test MAP12 (when the sky changes) and it's still F_SKY1. Is there a way to get Doom 1 skies into a Doom II map? Another question is how do I re-align horizontal textures? I know a vertical one you can just move it in visual mode with the arrow keys, but that doesn't work for horizontal textures. I got quite a few that are misaligned.
Re: The "How do I..." Thread
Can this be changed inside Doom Builder or would I need to open the wad in SLADE? I'm new to editing Doom, so to speak. I haven't done anything yet apart from the actual map making so I haven't looked into lump editing yet. I hope it's not complicated because I want to be able to change the map titles, change skies, add text screens after certain levels, merge maps together to make a megawad, and such. Basically like a normal megawad.TheDarkArchon wrote:All F_SKY1 does is tell the engine that you want that ceiling/floor to be sky. The sky shown is controlled by MAPINFO.
- TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
Re: The "How do I..." Thread
You'd need to use SLADE for this job.
Re: The "How do I..." Thread
Alright thanks. Is there a way to manually re-align horizontal textures though? This is really my last question for now and I should be good for making maps for a while.TheDarkArchon wrote:You'd need to use SLADE for this job.
- TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
Re: The "How do I..." Thread
Yeah, right click on the line in question, open the sidedefs tab and fiddle the numbers from there. Or, from 3D view, highlight the wall and press the arrow keys (Hold shift to do it by 8 pixels a time instead of 1)
Re: The "How do I..." Thread
That's for linedefs or walls. I should probably have said floors and ceilings. This doesn't work for these textures, or sector textures versus linedefs.TheDarkArchon wrote:Yeah, right click on the line in question, open the sidedefs tab and fiddle the numbers from there. Or, from 3D view, highlight the wall and press the arrow keys (Hold shift to do it by 8 pixels a time instead of 1)
- TheMightyHeracross
- Posts: 2100
- Joined: Sun Aug 18, 2013 9:41 am
- Location: Philadelphia, PA
Re: The "How do I..." Thread
You can only change floors and ceilings in UDMF, if I recall correctly.