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.
Re: The "How do I..." Thread
Sorry to pester you with these questions again, been trying for a week to solve them but haven't found anything...
1) How do I make an animated decal? Is there any way I can define the frames kind of like with an actor's spawn? I want a hot shot to land on a wall, and then cool down but keep some decal graphics on still (not completely fade away).
2) How can I make a projectile land exactly where the crosshair is? I tried fiddling with the AttackZOffset but it's still not working 100%.
1) How do I make an animated decal? Is there any way I can define the frames kind of like with an actor's spawn? I want a hot shot to land on a wall, and then cool down but keep some decal graphics on still (not completely fade away).
2) How can I make a projectile land exactly where the crosshair is? I tried fiddling with the AttackZOffset but it's still not working 100%.
Re: The "How do I..." Thread
How do I prevent this behavior of the ceiling spawned actors moving with the floor? (see attachment) SOLVED BELOW
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ceilingactorsdontstay.wad- (5.58 KiB) Downloaded 15 times
Last edited by Nevander on Sat Nov 12, 2016 7:49 pm, edited 1 time in total.
Re: The "How do I..." Thread
So, I have these monsters that I got on the Realm 667 Repository:
Afrit
Azazel
Stone Imp
Undead Priest
The problem is that I loaded them with the "Load Resources" on GZDoom Builder, and I've tried putting them inside the wad using SLADE, but I couldn't find them to test on a map in GZDoom Builder
Also, I tried the Stone Demon too but it didn't moved nor did anything, what's the problem? Why couldn't I find them on the monster list on GZDoom Builder?
Afrit
Azazel
Stone Imp
Undead Priest
The problem is that I loaded them with the "Load Resources" on GZDoom Builder, and I've tried putting them inside the wad using SLADE, but I couldn't find them to test on a map in GZDoom Builder
Also, I tried the Stone Demon too but it didn't moved nor did anything, what's the problem? Why couldn't I find them on the monster list on GZDoom Builder?
Re: The "How do I..." Thread
This is probably an easy to answer question.
How do I change the height of the Invulnerability Sphere?
What I want to do is give some of the power ups a floating tag, but when I do it to the Inv Sphere it hits the floor.
How do I change the height of the Invulnerability Sphere?
What I want to do is give some of the power ups a floating tag, but when I do it to the Inv Sphere it hits the floor.
Re: The "How do I..." Thread
How the hell do you set a switch to be activated by gunfire in UDMF? I'm either blind or the option of "player shoots" is just not here.
Re: The "How do I..." Thread
How do I create a sub-option menu? Like the ones in Brutal Doom and Wrath of Cronos, were you can change stuff on the mod? And also, how to change stuff on the mod by tweaking the menu, like, where to store variables and stuff?
Also, just out of curiosity, how do I create in-game menus, like the one in D4D and Wrath of Cronos.
Is there a tutorial for these things?
Also, just out of curiosity, how do I create in-game menus, like the one in D4D and Wrath of Cronos.
Is there a tutorial for these things?
Re: The "How do I..." Thread
Select the Linedef and check "on projectile impact" in the edit lindef window.Nevander wrote:How the hell do you set a switch to be activated by gunfire in UDMF? I'm either blind or the option of "player shoots" is just not here.
Re: The "How do I..." Thread
That's what I tried but I'm able to shoot over the switch (not a direct impact) and it activates.Mav3r1ck wrote:Select the Linedef and check "on projectile impact" in the edit lindef window.Nevander wrote:How the hell do you set a switch to be activated by gunfire in UDMF? I'm either blind or the option of "player shoots" is just not here.
It's also misleading... it says projectile impact, but hitscans activate it too and doesn't even have to impact... this wording is so bad.
Re: The "How do I..." Thread
That is odd. I don't think I have that problem.Nevander wrote:That's what I tried but I'm able to shoot over the switch (not a direct impact) and it activates.Mav3r1ck wrote:Select the Linedef and check "on projectile impact" in the edit lindef window.Nevander wrote:How the hell do you set a switch to be activated by gunfire in UDMF? I'm either blind or the option of "player shoots" is just not here.
It's also misleading... it says projectile impact, but hitscans activate it too and doesn't even have to impact... this wording is so bad.
Re: The "How do I..." Thread
You could make a dupe actor for this decoration and give it the +SPAWNCEILING, +CEILINGHUGGER, and +NOGRAVITY flags.Nevander wrote:How do I prevent this behavior of the ceiling spawned actors moving with the floor? (see attachment)
Re: The "How do I..." Thread
Of course you don't! Nobody ever does!Mav3r1ck wrote:That is odd. I don't think I have that problem.
Thought maybe it was my GZDoom version, so I checked it on on 2.2.0 and still happens that way. I'm using a mod as a resource but weapons are just inherited from their standard classes, meaning they still fire hitscan. EDIT: It still happens even without my mod being loaded for testing. Does the switch have to be against the void? Try putting a switch out in the open, then fire the pistol over the top of it but don't hit it directly, see what happens. Maybe it doesn't work on free standing switches?
I fixed it by adding +NOBLOCKMAP and -MOVESWITHSECTOR.Megaherz wrote:You could make a dupe actor for this decoration and give it the +SPAWNCEILING, +CEILINGHUGGER, and +NOGRAVITY flags.Nevander wrote:How do I prevent this behavior of the ceiling spawned actors moving with the floor? (see attachment)
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Blue Shadow
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Re: The "How do I..." Thread
Assign them [wiki=Editor_number]editor numbers[/wiki] if they don't already have them.lwks wrote:The problem is that I loaded them with the "Load Resources" on GZDoom Builder, and I've tried putting them inside the wad using SLADE, but I couldn't find them to test on a map in GZDoom Builder
Code: Select all
ACTOR Thingy 11001 // <-- Editor number
{
// Code...
}The reason it didn't move is because it's a "statue". The idea is that you put the statue actor in the map and during gameplay, the statue becomes "alive" by being [wiki=Thing_Activate]activated[/wiki].Also, I tried the Stone Demon too but it didn't moved nor did anything, what's the problem?
If you don't want to bother with that stuff and instead want it to act like a normal monster: In the DECORATE file of the monster, find this line:
Code: Select all
actor StoneDemonStatue : SwitchableDecoration 8190Code: Select all
actor StoneDemonCode: Select all
actor StoneDemonStatue : SwitchableDecoration
actor StoneDemon 8190[wiki]MENUDEF[/wiki]How do I create a sub-option menu?
[wiki]CVARINFO[/wiki]
With [wiki]ACS[/wiki]; use [wiki]HudMessage[/wiki] to draw the menu's elements, and [wiki]GetPlayerInput[/wiki] to determine what keys do what.how do I create in-game menus
Re: The "How do I..." Thread
Have a look at my Gatling Laser or my Dual Barrel Laser gun in the repo on realm667, Ive done exactly that. Look inside of the wad for the decaldef lump, it should be pretty well self explanatory.. But also check the zdoom wiki for how to use the decaldef lump for animated decals. Hope this helps1) How do I make an animated decal? Is there any way I can define the frames kind of like with an actor's spawn? I want a hot shot to land on a wall, and then cool down but keep some decal graphics on still (not completely fade away).
- Sh4d0wS14d3
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Re: The "How do I..." Thread
Is there a way to make a moving pickup? One that flies away and moves in random directions is what I'm thinking of.
Re: The "How do I..." Thread
How do you make a walkable middle texture (3d middle texture) block attacks and monster line of sight without affecting what's below it on the same linedef? I want to block off the middle texture portion only. I just ended up making another 3d floor (or rather a 3d floating wall) to block off the sides instead of 3d middle textures.
Last edited by Nevander on Sat Nov 12, 2016 7:50 pm, edited 1 time in total.