The "How do I..." Thread

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

Post by Athel »

Hey, those wait states look foreign to me. That's how you're supposed to do it? I always put loop and itjust works...
Blue Shadow
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Re: The "How do I..." Thread

Post by Blue Shadow »

fellowzdoomer wrote:Hey, those wait states look foreign to me.
See [wiki=Actor_states#Flow_control]this[/wiki].
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Athel
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Re: The "How do I..." Thread

Post by Athel »

So... this whole time I have used the wrong thing? Or is it that "if it isn't bombing out, I did it right"?
Toberone
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Re: The "How do I..." Thread

Post by Toberone »

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
 }
}
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?
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amv2k9
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Re: The "How do I..." Thread

Post by amv2k9 »

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?
You'd define a second ammo type. You could do it with inventory items too, I suppose.
Toberone
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Re: The "How do I..." Thread

Post by Toberone »

amv2k9 wrote:
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?
You'd define a second ammo type. You could do it with inventory items too, I suppose.
Gotcha, I' think I have an idea now, again thanks for the help.
Blue Shadow
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Re: The "How do I..." Thread

Post by Blue Shadow »

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"?
Consider these two cases:

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

Post by Nevander »

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

Post by TheDarkArchon »

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

Post by Nevander »

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

Post by TheDarkArchon »

You'd need to use SLADE for this job.
Nevander
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Re: The "How do I..." Thread

Post by Nevander »

TheDarkArchon wrote:You'd need to use SLADE for this job.
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.
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TheDarkArchon
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Re: The "How do I..." Thread

Post by TheDarkArchon »

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

Post by Nevander »

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

Post by TheMightyHeracross »

You can only change floors and ceilings in UDMF, if I recall correctly.
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