The "How do I..." Thread

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

Post by Dr_Cosmobyte »

Thanks man! I'm trying to make method 2 as well but i really suck at the textures stuff.

EDIT: Just did it. Works like a charm!

The thing is, i found somebody who ripped the fallout 3 HUD, but it covered the whole screen! So i managed to make it appear on screen with textures, but, i have to put placeholders on the graphics folder, the bars on a HI Res folder, and call them sprites, and not graphics, otherwise they don't show up, which is funny, but worked anyway,, so my doubt ends here :)

Here's a screenie on game:
Spoiler:
Thanks a lot!
Last edited by Dr_Cosmobyte on Wed Jan 25, 2017 8:32 pm, edited 1 time in total.
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sonic_HD87
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Re: The "How do I..." Thread

Post by sonic_HD87 »

GAA1992 wrote:Thanks a lot!
You're welcome.
damico death
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Re: The "How do I..." Thread

Post by damico death »

How do i get GZdoom graphics into Zdoom launcher?
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Mav3r1ck
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Re: The "How do I..." Thread

Post by Mav3r1ck »

I want to have a monster that's already active without it needing to see the player. I searched and thought that Thing_Hate would do the trick but I don't know if I'm using it right. How would I properly do this?
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Re: The "How do I..." Thread

Post by Vostyok »

Mav3r1ck wrote:I want to have a monster that's already active without it needing to see the player. I searched and thought that Thing_Hate would do the trick but I don't know if I'm using it right. How would I properly do this?
Thing_hate would be called through ACS. Give it a thing_hate target of zero, call the script 100 (void) and get actor to run ACS script 100 in it's spawn state. The problem here is that Notarget cheat will get zero respect from this monster.

For a more realistic approach, if you want the monster to search the level, random encounter style, is intersperse the actors a_look state with a_wander. I.e.

Code: Select all

actor ImpScout : DoomImp
{
States {
  Spawn:
    TROO AA 3 A_Wander
    TROO A 0 A_Look
    TROO BB 3 A_Wander
    TROO B 0 A_Look
    TROO CC 3 A_Wander
    TROO C 0 A_Look
    TROO DD 3 A_Wander
    TROO D 0 A_Look
    loop
 }
} 
If you want the monste to actively hunt you, use the script method.
*Example code above from wiki.
Warhawk
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Re: The "How do I..." Thread

Post by Warhawk »

On GZDoom 1.8.0, I like how the weapon hud blends in with the darkness:
Screenshot_Doom_20170127_112533.png
But on QZDoom 1.2.1.0, it doesn't do this anymore:
Screenshot_Doom_20170127_112556.png
Any idea how to fix it? Thanks!
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Zan
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Re: The "How do I..." Thread

Post by Zan »

Hey, guys, what's the best way to tackle in game text (as in you see a letter, you press use and text appears on screen)?

I'm using standard Hudmessage player triggers script - writing pops on screen. However, it kinda pisses me off that I have to give it a fixed stay-on-screen timer, and it might piss whoever plays my game even more.

Any more elegant way to include texts in your level? Maybe something that pauses the game so you can read and when you press use it unpauses and removes the text?

P.S.: I don't want to use hi res images/cameras alternative.
Gez
 
 
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Re: The "How do I..." Thread

Post by Gez »

Pinchy wrote:I have a conveyor setup like this:

Image

How do I make it so the top part of the conveyor 3D floor scrolls only Things?
Use a Vavoom-type 3D floor (with negative height), so that the top of the 3D floor is the control sector's floor, and the bottom is the control sector's ceiling.
Use [wiki]Scroll_Floor[/wiki] on the control sector, with SCROLL_AND_CARRY type.
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Scripten
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Re: The "How do I..." Thread

Post by Scripten »

Scripten wrote:Anyone know how to change the DamageFactor variable for a DECORATE actor for a specific type of damage, on the fly? It seems like it'd be very simple but I can't find the function.
Just because it was at the bottom of the last page and probably got missed, anyone have an idea for this? I can work around it, but I'd rather not refactor what I've already got for something that should be easily modifiable.
Last edited by Scripten on Fri Jan 27, 2017 6:23 pm, edited 1 time in total.
Nevander
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Re: The "How do I..." Thread

Post by Nevander »

Warhawk wrote:On GZDoom 1.8.0, I like how the weapon hud blends in with the darkness:
Any idea how to fix it? Thanks!
This was a change in GZDoom I believe a while back, so the only way is unfortunately to use an older version before the change happened. Looks like it's been carried over to QZDoom's early versions as well. Apparently being fully lit up is the way it's "supposed" to be, but personally I've disagreed.
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zrrion the insect
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Re: The "How do I..." Thread

Post by zrrion the insect »

Isn't there a slider to change weapon brightness in there somewhere?
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Re: The "How do I..." Thread

Post by ZZYZX »

Nevander wrote:This was a change in GZDoom I believe a while back, so the only way is unfortunately to use an older version before the change happened. Looks like it's been carried over to QZDoom's early versions as well. Apparently being fully lit up is the way it's "supposed" to be, but personally I've disagreed.
It's not fully lit for me when standing in a sector with brightness 0. Are you sure?
edit: using gl_lightmode 8. In software it's barely visible too, not comparable to the bright sprite on the screenshot.
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Mav3r1ck
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Re: The "How do I..." Thread

Post by Mav3r1ck »

Vostyok wrote:
Mav3r1ck wrote:I want to have a monster that's already active without it needing to see the player. I searched and thought that Thing_Hate would do the trick but I don't know if I'm using it right. How would I properly do this?
Thing_hate would be called through ACS. Give it a thing_hate target of zero, call the script 100 (void) and get actor to run ACS script 100 in it's spawn state. The problem here is that Notarget cheat will get zero respect from this monster.

For a more realistic approach, if you want the monster to search the level, random encounter style, is intersperse the actors a_look state with a_wander. I.e.

Code: Select all

actor ImpScout : DoomImp
{
States {
  Spawn:
    TROO AA 3 A_Wander
    TROO A 0 A_Look
    TROO BB 3 A_Wander
    TROO B 0 A_Look
    TROO CC 3 A_Wander
    TROO C 0 A_Look
    TROO DD 3 A_Wander
    TROO D 0 A_Look
    loop
 }
} 
If you want the monste to actively hunt you, use the script method.
*Example code above from wiki.
Thx!

That did the trick. Now how would I be able to use this to spawn monsters in an active state?
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Not ZScript-only question (split)

Post by nakkemake »

I have a huge problem. First shots works fine, and the code runs nice and tidy, but when I have a full clip after i've reloaded the first time, zdoom hoards up 8GBytes of memory and freezes. Heres the code. I think there is something wrong with my reload section, but i don't know what. Any help? :| Edit* those reaload lines I've commented made the weapon as a shotgun, it loaded one rocket at a time, like a typical fps pump action shotgun, it actually worked fine that way. Since this is a rocket launcher then i don't want it to work like a pump action shotgun.

Code: Select all

//////////////////autorocketlauncher/////////


ACTOR AutoRocket : Doomweapon
{
	Weapon.BobRangeX 0.3
	Weapon.BobRangeY 0.5
	Weapon.BobStyle InverseSmooth
	Weapon.BobSpeed 2.0
	Game Doom
	SpawnID 29
	Speed 20
	Damage 20
	//Weapon.SelectionOrder 2500
	Weapon.AmmoUse1 0
	Weapon.AmmoUse2 0
	Weapon.AmmoGive2 0
	Weapon.AmmoGive1 12
	Weapon.AmmoType1 "RocketAmmo"
	Weapon.AmmoType2 "RocketRounds1"
    Inventory.PickupSound "misc/rockboxa"
    +WEAPON.NOAUTOAIM
	+WEAPON.EXPLOSIVE
    +WEAPON.NOALERT
	Inventory.PickupMessage "You got the UAC Automatic Rocket Launcher! (Slot 5)"
	Tag "A-Rocket Launcher"
	States
	{
	Steady:
	  AISS D 1
	Goto Ready
	Ready:
        TNT1 A 0 A_PlaySound("RLANDRAW")
TNT1 A 0 A_PlaySound("RLANDRAW")
TNT1 A 0 A_PlaySound("RLANDRAW")
        AISR D 1 A_JumpIfInventory("GoFatality", 1, "Steady")
        AISS D 1
        TNT1 AAAAA 0
        TNT1 A 0 //A_JumpIfInventory("RocketRounds1",1,2)
        TNT1 AAAA 0
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		AISS D 1 A_WeaponReady
        Goto Ready+7
		
		
	Deselect:
        AISR DDD 1
		TNT1 A 1 A_Lower
		Wait
	Select:
	
		AISS D 0 A_Raise
		Wait
	Fire:
        TNT1 A 0 A_JumpIfInventory("RocketRounds1",1,2)
        Goto Reload
        TNT1 AAA 0
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_FireCustomMissile("RedFlareSpawn",-5,0,0,0)
        TNT1 A 0 A_PlaySound ("0SRFIRE", 7)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Alerter")
		TNT1 A 0 A_ZoomFactor(0.985)
		AISF A 1 BRIGHT A_FireCustomMissile("Rocket", 0, 1, 0, -5)
		TNT1 A 0 A_SetPitch(-3.0 + pitch)
		TNT1 A 0 A_ZoomFactor(0.980)
		TNT1 A 0 A_Takeinventory("RocketRounds1",1)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
		AISF A 1 BRIGHT A_SetPitch(1.0 + pitch)
		TNT1 A 0 A_ZoomFactor(0.99)
        MISF E 1 A_ZoomFactor(1.0)
		AISS D 1
		TNT1 A 0 A_PlaySound("RLCYC", 5)
        MISG A 1
        TNT1 A 0 A_ReFire
        Goto Ready+7
		
			AltFire:
        TNT1 A 0 A_JumpIfInventory("RocketRounds1",1,2)
        Goto Reload
        TNT1 AAA 0
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_FireCustomMissile("RedFlareSpawn",-5,0,0,0)
        TNT1 A 0 A_PlaySound ("0SRFIRE", 7)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Alerter")
		TNT1 A 0 A_ZoomFactor(0.985)
		AISF A 1 BRIGHT A_FireCustomMissile("Rocket", 0, 1, 0, -5)
		TNT1 A 0 A_SetPitch(-3.0 + pitch)
		TNT1 A 0 A_ZoomFactor(0.980)
		TNT1 A 0 A_Takeinventory("RocketRounds1",3)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
				TNT1 A 0 A_FireCustomMissile("RedFlareSpawn",-5,0,0,0)
        TNT1 A 0 A_PlaySound ("0SRFIRE", 7)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Alerter")
		TNT1 A 0 A_ZoomFactor(0.985)
		AISF A 1 BRIGHT A_FireCustomMissile("Rocket", 0, 1, 0, -5)
		TNT1 A 0 A_SetPitch(-3.0 + pitch)
		TNT1 A 0 A_ZoomFactor(0.980)

		TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
				TNT1 A 0 A_FireCustomMissile("RedFlareSpawn",-5,0,0,0)
        TNT1 A 0 A_PlaySound ("0SRFIRE", 7)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Alerter")
		TNT1 A 0 A_ZoomFactor(0.985)
		AISF A 1 BRIGHT A_FireCustomMissile("Rocket", 0, 1, 0, -5)
		TNT1 A 0 A_SetPitch(-3.0 + pitch)
		TNT1 A 0 A_ZoomFactor(0.980)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
		AISF AA 1 BRIGHT A_SetPitch(1.0 + pitch)
		AISS DD 2
		TNT1 A 0 A_ZoomFactor(0.99)
        MISF E 1 A_ZoomFactor(1.0)
		AISS DD 1
		TNT1 A 0 A_PlaySound("RLCYC", 5)
        AISS DD 1
        Goto Ready+7
		


    Reload:
		AISS DD 1 A_WeaponReady
		TNT1 A 0 A_Takeinventory("Reloading",1)
        TNT1 A 0 A_JumpIfInventory("RocketRounds1",12,3)
        TNT1 A 0 A_JumpIfInventory("RocketAmmo",1,3)
        Goto Ready+10
        TNT1 AAAA 0
        TNT1 A 0 A_PlaySound("ReloadRL")
        AISS DD 2
	AISR D 22
        AISS DD 2
        TNT1 A 0 A_FireCustomMissile("RocketCaseSpawn",-30,0,-4,-4)
        AISS DD 2
	AISR D 22
        AISS DD 2 
        TNT1 A 0 A_FireCustomMissile("RocketCaseSpawn",-30,0,-4,-4)
        TNT1 AAAAA 0
        AISS DDD 2
		AISS D 1
        AISR D 2 A_PlaySound("RLCYC")
        AISS D 2
		TNT1 AAAAAA 0
		TNT1 A 0 A_JumpIfInventory("RocketRounds1",12,8)
		TNT1 A 0 A_JumpIfInventory("RocketAmmo",1,3)
		Goto Ready+10
        TNT1 AAAAAA 0
		Goto Reload2
		//TNT1 A 0 A_Giveinventory("RocketRounds1",1)
		//TNT1 A 0 A_Takeinventory("RocketAmmo",1)
		//TNT1 A 0 A_JumpIfInventory("RocketRounds1",12,2)
		//Goto Reload+21
		//Goto Reload+24

		TNT1 AAAAAAAAAA 0

        AISS D 1 A_Refire
        Goto Ready+10
		TNT1 AAAAA 0


	Spawn:
		LAUM A -1
		Stop


Reload2:
       TNT1 AAAAAA 0
		TNT1 A 0 A_Giveinventory("RocketRounds1",1)
		TNT1 A 0 A_Takeinventory("RocketAmmo",1)
		  TNT1 A 0 A_JumpIfInventory("RocketRounds1",1,"Reload2")
		TNT1 A 0 A_JumpIfInventory("RocketRounds1",12,"Ready")
	}
}

ACTOR RocketRounds1 : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 12
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 12
}
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Ed the Bat
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Re: ZScript-only "How do I..." thread

Post by Ed the Bat »

None of that code is ZScript.
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