The "How do I..." Thread

Archive of the old editing forum
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.
User avatar
adamaH_oriH
Posts: 327
Joined: Thu Jul 23, 2015 8:10 am
Location: Mars Base

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

Post by adamaH_oriH »

how do you make it to where when a certain amount of monsters are killed, something happens. (think MAP07, Dead Simple)
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

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

Post by Captain J »

A_BossDeath would be the answer for your question!
User avatar
adamaH_oriH
Posts: 327
Joined: Thu Jul 23, 2015 8:10 am
Location: Mars Base

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

Post by adamaH_oriH »

Captain J wrote:A_BossDeath would be the answer for your question!
so YAY! I'll have to give EVERY. SINGLE. MONSTER. in my mod A_Bossdeath.

Now, for me to figure out how to properly use A_BossDeath. Last time I tried, It failed.
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

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

Post by Captain J »

adamaH_oriH wrote:so YAY! I'll have to give EVERY. SINGLE. MONSTER. in my mod A_Bossdeath.
You don't need to put that on every single monsters but stronger monsters or bosses, you know. so What, are you going to make a map with full of a_bossdeath sequenced doors and platforms? that would be really confusing, if you ask me.

and as you can see, example has correct way to use it. or Is it a map problem?
User avatar
adamaH_oriH
Posts: 327
Joined: Thu Jul 23, 2015 8:10 am
Location: Mars Base

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

Post by adamaH_oriH »

Captain J wrote:
adamaH_oriH wrote:so YAY! I'll have to give EVERY. SINGLE. MONSTER. in my mod A_Bossdeath.
You don't need to put that on every single monsters but stronger monsters or bosses, you know. so What, are you going to make a map with full of a_bossdeath sequenced doors and platforms? that would be really confusing, if you ask me.

and as you can see, example has correct way to use it. or Is it a map problem?
example:

(kills a large number of imps(Daleks) or demons(Robot Cleaners), something happens, wheter it be a door opening, lift activates, etc...) Like on M7, Kill a pack of arachnotrons, something happens. I think I've seen something like this in another mod, I just can't remember at the moment.
User avatar
RSSwizard
Posts: 237
Joined: Mon Jan 11, 2016 3:55 pm

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

Post by RSSwizard »

adamaH_oriH wrote:how do you make it to where when a certain amount of monsters are killed, something happens. (think MAP07, Dead Simple)
Im NOT SURE if this will work but... ZDoom emulates Hexen very well even down to some of the scripting bugs that the original hexen would sometimes demonstrate.

In Hexen there were maps where you had to flip a switch a certain number of times, had to kill all of the ettins in a certain area, and so on and on.

I dont know if you can emulate the same thing in Doom mod but its worth a shot to backwards engineer what was going on in Hexen ("Behavior" code) and pop the same thing into yours.

For that matter Hexen also had Side Moving map objects such as blocks that would move and push you off in the lava... doors that would actually open like normal, and so on.

Just saying... if Zdoom is emulating that behavior, then it can probably do the same tricks in a doom setting.
User avatar
CJacobsSA
Posts: 62
Joined: Mon May 30, 2016 10:01 pm

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

Post by CJacobsSA »

Looking for help making a hub level, specifically how to make things change in it upon doing something else in another level. For example, Level A is the hub level and it has two doors, one which goes to Level B and one to Level C. Level C's door is locked until you go to Level B and hit a switch that opens it up, and when you come back to the hub, it will be unlocked.

I have no idea how to go about scripting that. :oops:
User avatar
ZZYZX
 
 
Posts: 1384
Joined: Sun Oct 14, 2012 1:43 am
Location: Ukraine
Contact:

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

Post by ZZYZX »

adamaH_oriH wrote:
Captain J wrote:A_BossDeath would be the answer for your question!
so YAY! I'll have to give EVERY. SINGLE. MONSTER. in my mod A_Bossdeath.

Now, for me to figure out how to properly use A_BossDeath. Last time I tried, It failed.
If you need to do this for any monster regardless of it's type, consider using GetLevelInfo to check total monsters/killed monsters against some value until it matches.
C343
Posts: 49
Joined: Sat Jun 20, 2015 1:50 pm

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

Post by C343 »

How's it going guys? Question I have on footstep sounds. I'm trying to figure out a way to make footstep sounds, for example when walking on say a metal floor, instead of randomly selecting a metal footstep sound, its sequenced, that way it won't play the same footstep sound twice in a row. The only thing I can think of is just adding more sounds for it to randomly pick that way it decreases the chances of it picking the same sound twice. So pretty much I would like to know if instead of randomly picking sounds, it can go in order. Its really just a little nitpick I have and its really no big deal but would be nice to figure that out. Could be used for other things.
User avatar
adamaH_oriH
Posts: 327
Joined: Thu Jul 23, 2015 8:10 am
Location: Mars Base

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

Post by adamaH_oriH »

C343 wrote:How's it going guys? Question I have on footstep sounds. I'm trying to figure out a way to make footstep sounds, for example when walking on say a metal floor, instead of randomly selecting a metal footstep sound, its sequenced, that way it won't play the same footstep sound twice in a row. The only thing I can think of is just adding more sounds for it to randomly pick that way it decreases the chances of it picking the same sound twice. So pretty much I would like to know if instead of randomly picking sounds, it can go in order. Its really just a little nitpick I have and its really no big deal but would be nice to figure that out. Could be used for other things.
try this:
go into the monster's code, look for the 'See' statement
use A_Playsound("Soundname") to play the stepping sound.
you will need to manage the sounds in order you want.
look for the stepping frame, do domething like this:
(ex:

Code: Select all

  See:
    SPID AAABB 4 A_Chase
    SPID CCCDD 4 A_Chase
    SPID EEEFF 4 A_Chase
    Loop
Turns into this:

Code: Select all

  See:
    SPID A 0 A_PlaySound("Mastermind/Step1")
    SPID AABB 4 A_Chase
    SPID C 0 A_PlaySound("Mastermind/Step2")
    SPID CCDD 4 A_Chase
    SPID E 0 A_PlaySound("Mastermind/Step3")
    SPID EEFF 4 A_Chase
    Loop
Best I could is describe it.

WAIT... Oh, Now I know what your'e saying, Sorry, Not sure on how to do that.
C343
Posts: 49
Joined: Sat Jun 20, 2015 1:50 pm

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

Post by C343 »

Haha! It's all good man! Thanks for that though. You gave me another idea of how I can work it out. Only problem with this is that it would only be one type of footstep sound, wouldn't change depending on area. But I'll give this a try just to play around with it.
User avatar
|ndußtrial
Posts: 398
Joined: Sat Aug 17, 2013 11:39 am
Graphics Processor: Intel (Modern GZDoom)
Location: Ivy Mercy Lyons

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

Post by |ndußtrial »

C343 wrote:How's it going guys? Question I have on footstep sounds. I'm trying to figure out a way to make footstep sounds, for example when walking on say a metal floor, instead of randomly selecting a metal footstep sound, its sequenced, that way it won't play the same footstep sound twice in a row. The only thing I can think of is just adding more sounds for it to randomly pick that way it decreases the chances of it picking the same sound twice. So pretty much I would like to know if instead of randomly picking sounds, it can go in order. Its really just a little nitpick I have and its really no big deal but would be nice to figure that out. Could be used for other things.
the sndinfo lump allows for both pitch variation and a random sound selection
C343
Posts: 49
Joined: Sat Jun 20, 2015 1:50 pm

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

Post by C343 »

|ndußtrial wrote:
C343 wrote:How's it going guys? Question I have on footstep sounds. I'm trying to figure out a way to make footstep sounds, for example when walking on say a metal floor, instead of randomly selecting a metal footstep sound, its sequenced, that way it won't play the same footstep sound twice in a row. The only thing I can think of is just adding more sounds for it to randomly pick that way it decreases the chances of it picking the same sound twice. So pretty much I would like to know if instead of randomly picking sounds, it can go in order. Its really just a little nitpick I have and its really no big deal but would be nice to figure that out. Could be used for other things.
the sndinfo lump allows for both pitch variation and a random sound selection
Pitch variation looks like the most viable option. Its already being randomly selected, but in the case where it plays the same sound twice in a row, the second sound will probably have a varied pitch making it sound different. Probably the closest I'll get! Thanks.
User avatar
|ndußtrial
Posts: 398
Joined: Sat Aug 17, 2013 11:39 am
Graphics Processor: Intel (Modern GZDoom)
Location: Ivy Mercy Lyons

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

Post by |ndußtrial »

would anyone know if it's possible to clone an array? hoping to move user arrays in whole between actors
User avatar
ZZYZX
 
 
Posts: 1384
Joined: Sun Oct 14, 2012 1:43 am
Location: Ukraine
Contact:

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

Post by ZZYZX »

CJacobsSA wrote:Looking for help making a hub level, specifically how to make things change in it upon doing something else in another level. For example, Level A is the hub level and it has two doors, one which goes to Level B and one to Level C. Level C's door is locked until you go to Level B and hit a switch that opens it up, and when you come back to the hub, it will be unlocked.

I have no idea how to go about scripting that. :oops:
Make a script, for example script 2, and put it into MAP01.
Then link MAP01 and MAP02 into a hub, then you should be able to ACS_Execute(2, 1, arg1, arg2, arg3) at MAP02 with "map" argument set to "1", and it will execute when the player enters MAP01.
This is how Hexen does it. Also make sure your effects in such delayed script are instant or you are going to see something like in Hexen's seven portals hub, where you activate the stairs, then play for 40 minutes, then return to the hub and see how it animates just now :P
Locked

Return to “Editing (Archive)”