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
Like the "Your Eternal Reward" from Team Fortress 2? While it sounds like a simple idea... the more I think about it, the more I see it's probably going to be way more than you bargained for...
If you want to restrict the playerclasses that can pick them up, then you should take a look at Inventory.RestrictedTo here. Also, take a look at the flag "+INVENTORY.RESTRICTABSOLUTELY".
If you want to restrict the playerclasses that can pick them up, then you should take a look at Inventory.RestrictedTo here. Also, take a look at the flag "+INVENTORY.RESTRICTABSOLUTELY".
- LanHikariDS
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Re: The "How do I..." Thread
Pretty much, yes. The disguise will be a simple sprite that doesn't animate, and has a '0' Rotation value. (Honestly, I'm just doing Prop Hunt, in ZDoom)
- Jekyll Grim Payne
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Re: The "How do I..." Thread
If there are several playerclasses, is there a way to disable selecting some of the in a multiplayer game?
Re: The "How do I..." Thread
I have 8 enemies, marked 8 to 16 with TIDs.
Now, there are 6 water demons. Kill em, activate script 8, script argument 1 is 1.
2 flamethrower demons, script 8, script argument 1 is 2.
A lightningimp, script 8, script argument 1 is 3.
Here is the code of the wad:
Now, it doesn't do anything after the "EXECUTE" or "CASE TIME" print. None. When I kill all 9 enemies, it doesn't congratulate me, and when I kill 1 enemy, it doesn't print anything else other than CASE TIME. Anyone know why?
edit: why must i be ignored?
Now, there are 6 water demons. Kill em, activate script 8, script argument 1 is 1.
2 flamethrower demons, script 8, script argument 1 is 2.
A lightningimp, script 8, script argument 1 is 3.
Here is the code of the wad:
Code: Select all
script 8 (void)
{
print(s:"execute");
delay(1);
if(thingcount(0,8) && thingcount(0,9) && thingcount(0,10) && thingcount(0,11) && thingcount(0,12) && thingcount(0,13) && thingcount(0,14) && thingcount(0,15) && thingcount(0,16))
{
print(s:"Good job for clearing the enemies out. New switches are now available.");
commanderkeenprompt = true;
}
else
{
delay(1);
print(s:"CASE TIME");
acs_execute(9,0,0,0,0);
}
}
int commonsterkill;
script 9 (void)
{
switch(commonsterkill)
{
case 1:
Print(s:"WATER DEMON KILLED. ", d:commanderenemies, s:"ENEMIEs LEFT TO KILL.");
commanderenemies --;
break; //Stops it there
case 2:
Print(s:"FLAMETHROWER DEMON KILLED. ", d:commanderenemies, s:"ENEMIEs LEFT TO KILL.");
commanderenemies --;
break; //Stops it there
case 3:
Print(s:"LIGHTNING IMP KILLED. ", d:commanderenemies, s:"ENEMIEs LEFT TO KILL.");
commanderenemies --;
break; //Stops it there
}
}
edit: why must i be ignored?
Last edited by Cansteam on Sun Dec 13, 2015 1:43 pm, edited 1 time in total.
- TheBadHustlex
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Re: The "How do I..." Thread
A short question concerning ZSDF:
When I execute a script via "special = 80", when does the script actually get executed? Right away, or when the dialog ends?
When I execute a script via "special = 80", when does the script actually get executed? Right away, or when the dialog ends?
Re: The "How do I..." Thread
Any script you execute is added to the end of the script stack for operation, and the script stack will run at the end of the current tick. The only exception to this is *ExecuteWithResult, which must be run on demand to return a result (until you delay it, which it then becomes a normal script).
This excludes the rule of fresh thinkers which will run after scripts typically. The simple rule is never design anything that depends on order, because you can't predict what that order is within the tick unless it's an on demand operation.
This excludes the rule of fresh thinkers which will run after scripts typically. The simple rule is never design anything that depends on order, because you can't predict what that order is within the tick unless it's an on demand operation.
- Jekyll Grim Payne
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Re: The "How do I..." Thread
How do I make an object destructible by projectiles but not blocking hitscan attacks?
- DoomKrakken
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Re: The "How do I..." Thread
Make it a ghost. Use the "+GHOST" flag.
- Jekyll Grim Payne
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Re: The "How do I..." Thread
That is the exact opposite of what I need.DoomKrakken wrote:Make it a ghost. Use the "+GHOST" flag.
- DoomKrakken
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Re: The "How do I..." Thread
How so? Actors with the +GHOST flag can be hit by projectiles, but aren't affected by hitscans, by default.
Re: The "How do I..." Thread
How do you change a melee attack's damagetype for a monster?
- DoomKrakken
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Re: The "How do I..." Thread
Change? Please explain further...?
Re: The "How do I..." Thread
Melee functions have damage types defined directly.Cansteam wrote:How do you change a melee attack's damagetype for a monster?
- TheUnbeholden
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Re: The "How do I..." Thread
For some reason weapon.slotnumber isn't working for me. The weapon won't show up, if I try to give the weapon to the player as soon as I switch away it disappears. Is there any way to fix this? Any reason why it would not be working.. pretty sure that a KEYCONF should (in another mod I'm using) should only be overwriting Player.WeaponSlot, not Weapon.SlotNumber!
Re: The "How do I..." Thread
Do not mix the deprecated KEYCONF with other weapon slot assignment methods!
