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.
- Arctangent
- Posts: 1235
- Joined: Thu Nov 06, 2014 1:53 pm
- Contact:
Re: The "How do I..." Thread
Is there a way to get the locations of player starts? I want to, via a script, spawn an actor at a random deathmatch start a while after the players have all spawned, and I don't think spawning a marker actor in an ENTER script would work very well as I'm designing for Zandronum, and between being able to join a game at any time and the fact that it defaults to spawning multiple players in the same spot if there's less spots than players means that the odds of spawning in a particular location can easily become weighted. Plus if there's less players than spots, the spots that aren't used won't be able to be used as valid spawn for the actor. Will I just have to accept this issue, or is there a better way?
Last edited by Arctangent on Thu Apr 02, 2015 7:32 pm, edited 1 time in total.
Re: The "How do I..." Thread
Nope. Player Starts don't exist once the map is loaded (they are changed into an array of spawn locations/flags).
- Arctangent
- Posts: 1235
- Joined: Thu Nov 06, 2014 1:53 pm
- Contact:
Re: The "How do I..." Thread
So, are there any alternatives besides the one I gave?edward850 wrote:Nope. Player Starts don't exist once the map is loaded (they are changed into an array of spawn locations/flags).
Re: The "How do I..." Thread
Design maps specific to your mods like the good old days. 
Other then that, you can only invent solutions. Remember the locations will never move, though, so you can always check for duplicates for entering/respawning.

Other then that, you can only invent solutions. Remember the locations will never move, though, so you can always check for duplicates for entering/respawning.
-
- Posts: 12
- Joined: Sat Apr 30, 2011 11:23 am
Re: The "How do I..." Thread
Okay....
I've about got this mapinfo stuff down. But there's one I can't figure out... or even if I'm looking in the right place. Most games/mods/wads/whatever, you complete the level, it shows the stats, and then you hit fire and it says "Now entering" and the name of the level you're about to start. I can't get it to do that. With mine, it always goes from the stats screen, right into the new level. How do I show the level you're entering before you enter it?
I've about got this mapinfo stuff down. But there's one I can't figure out... or even if I'm looking in the right place. Most games/mods/wads/whatever, you complete the level, it shows the stats, and then you hit fire and it says "Now entering" and the name of the level you're about to start. I can't get it to do that. With mine, it always goes from the stats screen, right into the new level. How do I show the level you're entering before you enter it?
Re: The "How do I..." Thread
It's actually quite the reverse: You've removed the intermission. You have either defined NoIntermission in your map, or have defined the cluster the map is in as a hub.
Re: The "How do I..." Thread
I've been playing a lot of Complex Doom lately and I discovered a problem. The land mines block monster teleports. +NOBLOCKMAP fixes this issue but then you can't shoot them to blow them up, which isn't a big deal but I was wondering if there was a way for the monsters to ignore it when teleporting that was more elegant.
I also noticed that explosions no longer blow them up so I tried just reducing their radius to 0 but they still blocked the teleport, however explosions did set them off.
EDIT: Hmm, appears +ALWAYSTELEFRAG does the trick.
I also noticed that explosions no longer blow them up so I tried just reducing their radius to 0 but they still blocked the teleport, however explosions did set them off.
EDIT: Hmm, appears +ALWAYSTELEFRAG does the trick.
-
- Posts: 12
- Joined: Sat Apr 30, 2011 11:23 am
Re: The "How do I..." Thread
Hmm....
Where would I go to fix that? I'm looking in my mapinfo and theres nothing that says "NoIntermission" anywhere, and I don't have any scripts in the actual level that would do something like that. Also I don't think its a hub. I don't even know how to do that.
Where would I go to fix that? I'm looking in my mapinfo and theres nothing that says "NoIntermission" anywhere, and I don't have any scripts in the actual level that would do something like that. Also I don't think its a hub. I don't even know how to do that.
Re: The "How do I..." Thread
Well, post the mapinfo you defined. We aren't psychic either. 

-
- Posts: 12
- Joined: Sat Apr 30, 2011 11:23 am
Re: The "How do I..." Thread
adddefaultmap
{
sky1 = "SKY1"
}
map MAP01 "Level 1"
{
music = "MAP01"
Next = "MAP02"
}
map MAP02 "Level 2"
{
music = "MAP02"
Next = "MAP03"
}
map MAP03 "Level 3"
{
music = "MAP03"
}
And that's it. There's nothing else.
{
sky1 = "SKY1"
}
map MAP01 "Level 1"
{
music = "MAP01"
Next = "MAP02"
}
map MAP02 "Level 2"
{
music = "MAP02"
Next = "MAP03"
}
map MAP03 "Level 3"
{
music = "MAP03"
}
And that's it. There's nothing else.
Re: The "How do I..." Thread
Is there are any way to teleport only ONE player to other map. http://zdoom.org/wiki/Teleport_NewMap. It does teleport both players, I need to teleport only the activator.
Re: The "How do I..." Thread
Absolutely not. Doom simply isn't designed in a way to handle multiple concurrent maps.skaarjman wrote:Is there are any way to teleport only ONE player to other map. http://zdoom.org/wiki/Teleport_NewMap. It does teleport both players, I need to teleport only the activator.
You have no cluster defined.LaughingMan008 wrote:And that's it. There's nothing else.
Re: The "How do I..." Thread
When you do stuff (picking up items, Print command), it's printed on the console is it possible to hudmessage() those messages ?
-
- Posts: 12
- Joined: Sat Apr 30, 2011 11:23 am
Re: The "How do I..." Thread
I know I need a cluster to display a text screen. But I need one just to show what the next level is too? The "Now entering Level 03" thing? I looked at other mapinfos and Ive never seen that or how its done. What would I write for that?
Re: The "How do I..." Thread
Without a cluster, ZDoom has to use whatever the default defines. Which can be anything. It might also be more helpful to upload something people can actually run. 
