The "How do I..." Thread

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Gez
 
 
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Re: The "How do I..." Thread

Post by Gez »

TheUnbeholden wrote:
edward850 wrote:Do not mix the deprecated KEYCONF with other weapon slot assignment methods!
Thats impossible because tons of old mods use it. Its unreasonable to ask every old wad to be changed. Weapon.SlotNumber should never be getting overwritten

http://www.zdoom.org/wiki/Weapon_slots

"This allows modders to add new weapons without completely redoing the player's arsenal. This method is to be favored when creating "weapon resource" mods as they are the easiest to merge in a project."

I thought this was supposed to be the best way, its says right there that its the best method since it adds a slot number without redoing the slots and no mention of KEYCONF being a problem. How do I get it to work then?
1. KEYCONF overrides everything else because of backward compatibility.
2. ZDoom only concerns itself, as far as backward compatibility, that mods A, B, and C work when used alone. Not necessarily that A, B, and C work when used all at once.
3. If you want to use seventy-twelve different weapon mods at the same time, feel free to edit the old ones that use KEYCONF to make them use Weapon.SlotNumber instead.
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edward850
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Re: The "How do I..." Thread

Post by edward850 »

Seventy-twelve is my new favourite number.
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DoomKrakken
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Re: The "How do I..." Thread

Post by DoomKrakken »

TheUnbeholden wrote:
edward850 wrote:Do not mix the deprecated KEYCONF with other weapon slot assignment methods!
Thats impossible because tons of old mods use it. Its unreasonable to ask every old wad to be changed. Weapon.SlotNumber should never be getting overwritten

http://www.zdoom.org/wiki/Weapon_slots

"This allows modders to add new weapons without completely redoing the player's arsenal. This method is to be favored when creating "weapon resource" mods as they are the easiest to merge in a project."

I thought this was supposed to be the best way, its says right there that its the best method since it adds a slot number without redoing the slots and no mention of KEYCONF being a problem. How do I get it to work then?
Just because tons of mods use KEYCONF doesn't mean that you should. It's just not a good idea anymore. With any mods that I have that use KEYCONF in an outdated manner, I usually re-write the depreciated KEYCONF methods to MAPINFO or DECORATE, wherever they're supposed to go now. No, we're not asking for each old mod to be changed. If you want your mod to be compatible with today's mods, then you should be using today's coding practices. If you want other old mods to be compatible with your mod, then either update the old mods, or use the depreciated code to make your mod compatible with them. You can't have it both ways and expect it to work perfectly, unfortunately.
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Re: The "How do I..." Thread

Post by Skelegant »

How do I make this code work: $rolloff soundname <mindist> <maxdist>
I'm trying to help a friend with his mod, and neither of us can get it to work.
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Re: The "How do I..." Thread

Post by NeuralStunner »

mazmon wrote:How do I make this code work: $rolloff soundname <mindist> <maxdist>
I'm trying to help a friend with his mod, and neither of us can get it to work.
Make sure you're not including the < >. That's the only thing I can think of.
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zrrion the insect
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Re: The "How do I..." Thread

Post by zrrion the insect »

Is there a way to make inventory items activate the "Actor hits floor" things? Right now I have a large pit that when the player lands in it it teleports the player, but if an item gets dropped by an enemy or the player, it does not.
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edward850
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Re: The "How do I..." Thread

Post by edward850 »

Nope. Only players, monsters and projectiles.
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zrrion the insect
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Re: The "How do I..." Thread

Post by zrrion the insect »

Well shucks.
Not sure how I'll prevent things like keys and other important items from being lost to the pit then.
EDIT: is there a reason items are not valid activators?
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Re: The "How do I..." Thread

Post by DoomKrakken »

Probably because they're inactive objects.
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edward850
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Re: The "How do I..." Thread

Post by edward850 »

Pretty much. They really, if ever, move, so they have never really been considered as activators. If items being tossed into pits is a problem for your map (although I'm not sure why you'd make anything critical based off of undetermined locations), defaultdropstyle you can change the toss style back to standard with defaultdropstyle.
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zrrion the insect
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Re: The "How do I..." Thread

Post by zrrion the insect »

Well, the player can respawn as much as they want, but dying makes the player drop one of their keys.
This means that dying while jumping over the pit is the problem. If that happens (even if it isn't likely) the player could end up with a key at the bottom of the pit and thus irretrievable.
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Landfighter777
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Re: The "How do I..." Thread

Post by Landfighter777 »

How do I begin in modding for Zdoom or editing in GZDoom?
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lightman68
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Re: The "How do I..." Thread

Post by lightman68 »

Landfighter777 wrote:How do I begin in modding for Zdoom or editing in GZDoom?
You'll need a thing like SLADE: http://slade.mancubus.net/
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DoomKrakken
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Re: The "How do I..." Thread

Post by DoomKrakken »

SLADE3 is your answer.
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ramon.dexter
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Re: The "How do I..." Thread

Post by ramon.dexter »

gzdoom builder is answer #2
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