The "How do I..." Thread

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

Post by HeXaGoN »

Yes, I'm aware that should be enough. (I think everybody knows what their movement keys are, and what they do :p)
I'm not saying I want to print that though- I'm just giving an example of how weird it looks when you try to print doublebinds and binds together like that.

I'll see if there's a way to print just one key though, I'm sure there are some people wondering about this.
Perhaps the solution would have to do with how there is " or " in the middle of the 2 binds displayed.

Thank you for the reply :D
Astrumis wrote:I'm not entirely sure how to use the ExplicitLine thing.
I think how it works is, you put the action on each line, and you give each line you want to be a part of the PO the polyid in the action.

So, let's say I want to make a PO with the id '1'.
I'd set the action for each line I want to be a part of the PO, and set the first argument to '1' (since that's what dictates which PO we're making).
As for the second argument, I don't think each line has to have a different number in that one.
If it turns out they do need different numbers for argument 2, just give each line a unique arg2.

I don't know if you still need the PO start line action, but I think you still need the PO thing (thing as in actor), which will need the same PO id as the lines you've just given actions to. So, the PO thing will need an id of '1' in this case.

As for the example you uploaded, I tried it out in GZDoom, and what I saw shows me that what's happening for you is, your PO is spanning from the floor all the way to the ceiling. I think you're using ZDoom, and your texture isn't being repeated there, so you see a HOM instead of the texture repeating.

I think the wiki page for Polyobj_ExplicitLine could use some explanation or tutorial. I'll see about putting something on there later.
Toberone
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Re: The "How do I..." Thread

Post by Toberone »

What is the threshold and max turn angle of A_Tracer? I want to have a Revenant tracer that doesn't fail to home in but is otherwise more or less is the same thing.
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Kappes Buur
 
 
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Re: The "How do I..." Thread

Post by Kappes Buur »

Astrumis wrote: I'm not entirely sure how to use the ExplicitLine thing.
It's not that different from a regular polyobject.
Some time ago I made a test pwad, maybe it will help you.
http://www.mediafire.com/download/hoig8 ... xample.wad
Spoiler:
For an added touch the clamshell door halves swing in an arc. :)

See also: Creating advanced polyobjects on http://zdoom.org/wiki/PolyObjects
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Carbine Dioxide
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Re: The "How do I..." Thread

Post by Carbine Dioxide »

Earlier I asked about how to replace a monster in a certain level. Blue Shadow showed me how to do that with doom 2 levels. What are the level numbers in ACS script for Doom 1?
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Athel
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Re: The "How do I..." Thread

Post by Athel »

fellowzdoomer wrote:I want to make an enemy slide using ThrustThing. It should slide (I have sliding sprites) towards the player. How do Ido this.
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Re: The "How do I..." Thread

Post by Blue Shadow »

Carbine Dioxide wrote:Earlier I asked about how to replace a monster in a certain level. Blue Shadow showed me how to do that with doom 2 levels. What are the level numbers in ACS script for Doom 1?
The map's number is determined by the [wiki=Map_definition#LevelNum]LevelNum[/wiki] MAPINFO property. For reference, see Doom1's MAPINFO in zdoom.pk3 (it is located in the mapinfo directory).

fellowzdoomer wrote:I want to make an enemy slide using ThrustThing. It should slide (I have sliding sprites) towards the player. How do Ido this.
Make sure to use [wiki]A_FaceTarget[/wiki] (assuming the player is the target) before calling ThrustThing.
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Astrumis
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Re: The "How do I..." Thread

Post by Astrumis »

Blargh, poly objects frustrate me to no end just can't seem to get them right, i seem to recall someone on here awhile ago managed to have a fully functional 3D door with little problems, or i might be thinking of someplace/somthing else..anyways i think i'm just going to give up on those things for awhile, in the mean time how well do models work for doors? or would the cause problems if somthing is standing in the doorway and what not?
Last edited by Astrumis on Tue Sep 30, 2014 4:44 am, edited 1 time in total.
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edward850
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Re: The "How do I..." Thread

Post by edward850 »

As all objects in Doom are static squares and doors are anything but, you are in for more trouble than you're actually attempting to solve, with that approach. ;)
Gez
 
 
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Re: The "How do I..." Thread

Post by Gez »

The thing to keep in mind about models is that their collision box is not necessarily identical in shape to the model itself. (In fact, it's kinda rare. Collision testing is expensive, so collision boxes are generally greatly simplified from the base model. That's how sometimes you can get an arrow "stuck" in the air on an enemy in games like Oblivion.) In Doom, as edward said, all collision boxes are squares and they never rotate (the angle of the thing does not affect the angle of its collision box). The only type of doors you can really simulate with models are similarly square objects that do not rotate, so it leaves you with basically only Wolf3D's pushwalls that you can do this way.
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Nash
 
 
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Re: The "How do I..." Thread

Post by Nash »

I've done models for doors in my random dungeon generator thingy once. The basic logic is:

1) Model is a solid object so you can't walk through it
2) When you press use against it, activate "open" animation, unsolid itself so you can walk through it
3) Wait a few seconds (door stays open), then start "collision check" loop:
3A) Try to spawn a dummy marker. If it fails to spawn; it means something is in the way so repeat this loop
3B) Marker successfully spawned; it means there is nothing in the way
4) Immediately set it back to solid so nothing else can walk into it
5) Play the close animation. Since it was already set to solid in the previous step, nothing can ever interrupt the close animation

[You will have to partner your DECORATE with ACS for this]

It works for blocking movement, but it doesn't block line of sight. I never got around to solving the LOS problem.

These are actually pretty easy to do... they didn't take too many lines of code for me.
D2JK
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Re: The "How do I..." Thread

Post by D2JK »

What would be the best way to make a custom powerup modify the player's "stamina" property, for its duration?
Blue Shadow
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Re: The "How do I..." Thread

Post by Blue Shadow »

D2JK wrote:What would be the best way to make a custom powerup modify the player's "stamina" property, for its duration?
I can't say the following demo file demonstrates the best way to achieve this, but it's a way.
stamina_powerup.zip
summon StaminaSphere
(1.94 KiB) Downloaded 30 times
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jdredalert
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Re: The "How do I..." Thread

Post by jdredalert »

Astrumis, i had the same problems with poly object swinging doors in the past. To solve that i made them slightly smaller than the door aperture (about 1 or 2 cells). Also, try not to place the poly object anchor too close to the wall (1 or 2 cells would do it again).
Endless123
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Re: The "How do I..." Thread

Post by Endless123 »

I have an enigma for you guys ... i'm in the making of a Tenchu-like mod and i ran into this error after the game crashes

"Could not malloc 692 bytes"

I already googled it but no helping results so if anyone knows what kind of error this one is let me know because i'm clueless
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edward850
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Re: The "How do I..." Thread

Post by edward850 »

It's exactly what it says on the tin. ZDoom could not allocate 692 bytes of memory. It has 2GB available at most, regardless if you have more, and an amount that small suggests you have an infinite loop somewhere that's filling it up.
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