The "How do I..." Thread
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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.
- DoomKrakken
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Re: The "How do I..." Thread
I'm trying to do a Brutal Guncaster patch (don't worry, PillowBlaster... personal use ONLY). One thing I wanted to do is restore the old "disintegration" deaths seen in Brutal Doom v18 (seen whenever a Zombie or Imp is hit with a BFG blast or BFG tracer). In version 19 and onward, they just explode into a boring mess of gibs.
I want to give things like the Old Dreadful projectiles, Hitchcock's Birds, and Scourgebreath the ability to have monsters do that special disintegration animation, but without changing their damagetypes. I'm thinking the way to go is to implement a deathtype. The ZDoom wiki says it does not need to be declared anywhere else, but I don't exactly know what it means by that.
Anyway, would any of you be able to show me, at least an example, of how to implement a "disintegrate" deathtype within the DECORATE codes for the listed examples, and how to get monsters to respond to those deathtypes?
I want to give things like the Old Dreadful projectiles, Hitchcock's Birds, and Scourgebreath the ability to have monsters do that special disintegration animation, but without changing their damagetypes. I'm thinking the way to go is to implement a deathtype. The ZDoom wiki says it does not need to be declared anywhere else, but I don't exactly know what it means by that.
Anyway, would any of you be able to show me, at least an example, of how to implement a "disintegrate" deathtype within the DECORATE codes for the listed examples, and how to get monsters to respond to those deathtypes?
Re: The "How do I..." Thread
Your bug doesn't exist in ZDoom at all, and the states are otherwise defined correctly. Whatever it is, it's Zandro fucking up, not your table.Cansteam wrote:EDIT: the PanElemental base actor is in the Classes directory
Re: The "How do I..." Thread
So then I need to come up with an alternate solution. Perhaps go to an infinitely looping TNT1 A 1 state?
edit: What, how didnt THAT work?
okay maybe i should create a PAINN0 sprite that will just be an empty sprite?
edit2: THAT did the trick.
edit3: Okay, heres another problem
Player.Weaponslot is giving me problems..
NOTE: blabla isnt part of the actual code
The names of the weapons appear to be the same as in the weaponslot, so why isnt it working?
edit: What, how didnt THAT work?
okay maybe i should create a PAINN0 sprite that will just be an empty sprite?
edit2: THAT did the trick.
edit3: Okay, heres another problem
Player.Weaponslot is giving me problems..
Code: Select all
Player.Weaponslot 1, normallostsoul, hominglostsoul
(blablablastatesblablabladeath)
actor normallostsoul : fist
{
(blabla)
actor hominglostsoul : fist
{
(blabla)
The names of the weapons appear to be the same as in the weaponslot, so why isnt it working?
Re: The "How do I..." Thread
Try adding Weapon.SlotNumber to the weapon, instead of the player.
I don't know why, but sometimes I try to change slots in mods and one way won't work, while another will. Never have understood it. Case in point, Guncaster "Old Dreadful". Changing the player.slot didn't matter, only weapon.slot did. All the other weapons changed slots fine with player.
I don't know why, but sometimes I try to change slots in mods and one way won't work, while another will. Never have understood it. Case in point, Guncaster "Old Dreadful". Changing the player.slot didn't matter, only weapon.slot did. All the other weapons changed slots fine with player.
Last edited by Rowsol on Wed Jul 29, 2015 12:56 am, edited 1 time in total.
Re: The "How do I..." Thread
Is there a way to run ZDoom without the startup window? "-stdout" doesn't help.
- wildweasel
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Re: The "How do I..." Thread
Which startup window? The console log that appears? The IWAD selector?nilguid wrote:Is there a way to run ZDoom without the startup window? "-stdout" doesn't help.
Re: The "How do I..." Thread
The console log (where title bar contains version and build time).wildweasel wrote: Which startup window? The console log that appears? The IWAD selector?
Re: The "How do I..." Thread
You don't. If the startup halts or pauses in anyway, ZDoom needs a way to report it. Netgame initialisation relies on it, and any startup errors need some way of being reported.
- Hindsight2020
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Re: The "How do I..." Thread
Perhaps a way to run the console log minimized? So it's still running and generates a log, etc...it can pop up if there is an issue. May be a way to do that in the windows properties?
- DoomKrakken
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Re: The "How do I..." Thread
Ignored again...
(forever alone...)
(forever alone...)
Re: The "How do I..." Thread
Death:DoomKrakken wrote: Anyway, would any of you be able to show me, at least an example, of how to implement a "disintegrate" deathtype within the DECORATE codes for the listed examples, and how to get monsters to respond to those deathtypes?
blablablablabla
stop
Death.Disintegrate:
blablablablabla
stop
My question:
http://doom.dogsoft.net/download.php?h= ... erv1.2.zip (direct download link)
HOMINGLOSTSOUL and NORMALLOSTSOUL are both weapons that the pain elemental can have, as defined in his player.weaponslot arguments.
HOMINGLOSTSOUL is earned by killing another PANELEEMENTAL with the PAINDRAIN damagetype. However, I can not test if it gives me this if it doesnt let me switch to it, even if I do GIVE HOMINGLOSTSOUL. If you guys could figure out whats causing the problem and post a fixed code for the weapons, then thank you.
I think the player.weaponslot is broken.
PANELEMENTAL is in the classes directory, HOMINGLOSTSOUL and NORMALLOSTSOUL inherit from Fist and are in the weapons directory.
- cortlong50
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Re: The "How do I..." Thread
in doom builder (i know i know)
how would i make it so when i activate something it removes the damaging property from a sector?
how would i make it so when i activate something it removes the damaging property from a sector?
Re: The "How do I..." Thread
You can't actually change/remove properties directly. However, [wiki]Generic_Floor[/wiki], [wiki]Floor_TransferTrigger[/wiki] and [wiki]Floor_TransferNumeric[/wiki] can all transfer properties (or zero them for Generic_Floor). Otherwise the way to do it is to apply properties you can change later, such as using [wiki]Sector_SetDamage[/wiki] which you can then use later to clear it.
Re: The "How do I..." Thread
Since i got ignored because another question was asked, I guess I'll quote my post.
Cansteam wrote: http://doom.dogsoft.net/download.php?h= ... erv1.2.zip (direct download link)
HOMINGLOSTSOUL and NORMALLOSTSOUL are both weapons that the pain elemental can have, as defined in his player.weaponslot arguments.
HOMINGLOSTSOUL is earned by killing another PANELEEMENTAL with the PAINDRAIN damagetype. However, I can not test if it gives me this if it doesnt let me switch to it, even if I do GIVE HOMINGLOSTSOUL. If you guys could figure out whats causing the problem and post a fixed code for the weapons, then thank you.
I think the player.weaponslot is broken.
PANELEMENTAL is in the classes directory, HOMINGLOSTSOUL and NORMALLOSTSOUL inherit from Fist and are in the weapons directory.
Last edited by Cansteam on Fri Jul 31, 2015 7:16 am, edited 2 times in total.