The "How do I..." Thread

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

Post by TheDarkArchon »

If you're making a UDMF map, right click the sector (or ceiling or floor in 3D mode), go to the custom tab and fiddle with the panning settings. For Hexen mode, you would need to script it. For Doom mode, it can't be changed.
Nevander
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Re: The "How do I..." Thread

Post by Nevander »

TheMightyHeracross wrote:You can only change floors and ceilings in UDMF, if I recall correctly.
TheDarkArchon wrote:If you're making a UDMF map, right click the sector (or ceiling or floor in 3D mode), go to the custom tab and fiddle with the panning settings. For Hexen mode, you would need to script it. For Doom mode, it can't be changed.
Well that kinda sucks. Where do you choose UDMF anyway? Is it the ZDoom (Doom in UDMF Format) configuration? Can you convert or change a standard Doom 2 config map to a UDMF? I'm guessing being able to move floors and ceilings isn't the only good feature I could take advantage of.
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TheDarkArchon
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Re: The "How do I..." Thread

Post by TheDarkArchon »

Is it the ZDoom (Doom in UDMF Format) configuration?
Yup.
Can you convert or change a standard Doom 2 config map to a UDMF?
It requires a converter that's not included with Doom Builder 2 and I can't find a working link for one.
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Caligari87
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Re: The "How do I..." Thread

Post by Caligari87 »

I think you can open the map in GZDoomBuilder, press F2 to change the map properties, and re-save it. Don't quote me on that, but might be worth a try. Just don't overwrite your original in case it gets screwy, save a new one to test it out.

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

Post by TheBadHustlex »

It might be a rally noobish question, but how do I add this patch from this thread into my ACC.exe? I'd really love to have that function available.
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jpalomo
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Re: The "How do I..." Thread

Post by jpalomo »

You shouldn't need to build ACC to get that change. Just copy & paste this page into your zspecial.acs file.
skornedemon
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Re: The "How do I..." Thread

Post by skornedemon »

How can i prevent 2 custom defined buttons(control) being used at the same time? Or, for an instant check if they are and only allow one of them to go through.
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Athel
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Re: The "How do I..." Thread

Post by Athel »

An educated guess? Maybe make a dummy ButtonPressed, and when one button is press, check if they have it to prevent the second one.

Also, how do I make an enemy shoot 2 projectiles? I'm making an ArchvileBoss. Here's the code.

Code: Select all


Actor ArchvileBoss : Archvile 10001
{
Health 2100
states
     {
     Missile:
     VILE G 1 A_FaceTarget
     VILE G 1 BRIGHT A_VileStart
     VILE G 10 A_FaceTarget
     VILE H 8 A_VileTarget
     VILE IJKLMN 8 BRIGHT A_FaceTarget
     VILE O 8 A_VileAttack
     VILE P 20 BRIGHT
     Goto See
     
     Missile1:
     VILE G 10 A_FaceTarget
     VILE H 8 A_FaceTarget
     VILE IJKLMN 8 A_FaceTarget
     VILE OPOPOPOPOPOP 20 A_FatAttack2
     VILE O 1 A_FaceTarget
     Goto See
     }
}
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TheBadHustlex
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Re: The "How do I..." Thread

Post by TheBadHustlex »

You could use A_Jump.

Code: Select all

A_Jump(possibility to jump to the state, "name of the state"]
.
Nevander
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Re: The "How do I..." Thread

Post by Nevander »

How do you do transparent walls in Doom Builder (like invisible walls) and the linedef textures where you can see through them, like bars or windows. I can't for the life of me figure it out. In the vanilla game, it's simply a sector with the chosen linedef one of the textures. When I try it in-game, it's just black like in the editor. It's black where the see-through should be.
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edward850
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Re: The "How do I..." Thread

Post by edward850 »

That tends to suggest you aren't actually placing it on a two sided linedef's midtexture.
ImageImage
Nevander
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Re: The "How do I..." Thread

Post by Nevander »

edward850 wrote:That tends to suggest you aren't actually placing it on a two sided linedef's midtexture.
Yep. I failed hard. Somehow completely overlooked middle texture. Thanks. Making maps is coming pretty easy to me, but I have my dumb moments. First time I've ever tried to really edit Doom. :wink:
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Athel
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Re: The "How do I..." Thread

Post by Athel »

*sigh*
Spoiler:
...and everything looks right!
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edward850
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Re: The "How do I..." Thread

Post by edward850 »

It's time for another exciting round of WHEELFOLLOW THE CODE LOGIC! Today's contestant appears to be someone who doesn't pay attention to his own code! Let's watch what happens!

Code: Select all

     TurnInto:
     TFOG ABABCDEFGHIJ 8 BRIGHT
     TFOG J 1 A_Jump(50, "Revenant", "See")
     Loop
     
     Revenant:
     SKEL A 1 A_PlaySound("skeleton/sight")
     SKEL A 1 A_Jump(152, "RevenantChase, "RevenantFire", "TurnInto")
     Loop
     
     RevenantChase:
     SKEL AABBCCDDEE 12 A_Chase
     SKEL A 1 A_Jump(152, "RevenantChase", "RevenantFire", "TurnInto")
     Loop
     
     RevenantFire:
     SKEL J 0 BRIGHT A_FaceTarget
     SKEL J 10 A_FaceTarget
     SKEL K 10 A_SkelMissile
     SKEL K 1 A_FaceTarget
     SKEL A 1 A_Jump(152, "RevenantChase", "RevenantFire", "TurnInto")
     Loop
Well it looks like we are off to a poor start folks. While these 4 states reference each other with virtual jumps, absolutely nothing jumps to them at all, and it also completely fails to account for the inherited Archvile pain/death states that will use static jumps back to its original See state. OHGN0! Hopefully this may fair better in round two!

Code: Select all

     Missile:
     VILE G 0 A_Jump(128, "Missile1", "Missile")
Holy indefinite loop, Batman! A virtual jump that has a 25% chance of jumping back into itself in a 0 tic loop! That's just not using your head!

Well folks, this contestant just didn't cut the mustard today. Tune in next time when we attempt to figure out whatever it is the Ego Smasher is doing! Good night everybody!
Kostov
 
 
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Re: The "How do I..." Thread

Post by Kostov »

edward850 wrote:Mean but funny stuff
Mean but funny.
Locked

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