The "How do I..." Thread

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

Post by illuknisaa »

How do I remove an actor created (using A_SpawnItemEx) by an another actor? What if the spawned actor also spawns an actor, how will I remove that too?

Here is what I'm working on:

Code: Select all

ACTOR CeilingTunnelLight : SwitchableDecoration 270
//$Category Light Sources
{
	+NOGRAVITY
	+SOLID
	//+NOCLIP
	+SPAWNCEILING
	Radius 16
	Height 12
	States
		{
		Spawn:
			CLMO A -1 
		Stop
		Active:
			TNT1 A 0 A_PlaySound("LTSOFF")
			CLPM A -1 A_SpawnItemEx("TunnelLights", 0, 0, 7, 0, 0, 0, 0, SXF_SETMASTER) //"tunnellights" also spawns an actor
		Stop
		Inactive:
		CLMO A 1 A_SpawnItemEx("CeilingTunnelLight256Cord", 0, 0, 23)
		CLMO A 1 A_PlaySound("LTSOFF", 0.9)
		CLMO A -1 A_RemoveChildren (true)
		Stop
		}
}
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CJacobsSA
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Re: The "How do I..." Thread

Post by CJacobsSA »

ZZYZX wrote:
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
This is very helpful information, thank you.
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TheBadHustlex
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Re: The "How do I..." Thread

Post by TheBadHustlex »

Help.
Is there any reason why this SNDINFO causes a "unexpected end of file"-error...?
Attachments
SNDINFO.txt
(3.41 KiB) Downloaded 30 times
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Captain J
 
 
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Re: The "How do I..." Thread

Post by Captain J »

looks like fox/in has no sound file's name whatsoev, i guess that's the reason!
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TheBadHustlex
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Re: The "How do I..." Thread

Post by TheBadHustlex »

Ah, I see it. Thanks!
Unregistered45
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Re: The "How do I..." Thread

Post by Unregistered45 »

How to convert doom format to UMDF? I tried to use this - http://forum.zdoom.org/viewtopic.php?t=32257 converter, but it always crashes
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Kappes Buur
 
 
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Re: The "How do I..." Thread

Post by Kappes Buur »

Unregistered45 wrote:How to convert doom format to UMDF?
Download utils050999.zip from http://zdoom.org/files/utils/ .
Unzip and find zwadconv.exe and zwadconv.txt.
Read zwadconv.txt, then convert the DOOM format map to Doom in Hexen format using a batch file
for example

Code: Select all

zwadconv %1 New.wad
All files, your map, the batch file and zwadconv.exe should be in the same folder.
Drag your map onto the batch file to get New.wad, rename New.wad if you want to.

Load the converted map into GZDoom Builder.
Use F2 (Map Options) and select the UDMF(ormat)
Click OK then Yes.

Finally, use F4 (Map Analysis) just to be sure that all really is okay.
That should do it.

Note:
zwadconv converts every map in a pwad at once.
GZDoom Builder converts maps one at a time.

Addendum:
The above methods, batch file and command line, work well with Windows OSes up to and including Windows 7.
I did not try Windows 8 because I do not have access to it.
[edit]
Originally I had problems with Windows 10 to perform the conversion methods with batch file and command line. But, as it turns out, those problems were self inflicted and have since been resolved, see
http://forum.zdoom.org/viewtopic.php?f= ... 15#p921944 and
http://forum.zdoom.org/viewtopic.php?f= ... 15#p921951
Last edited by Kappes Buur on Thu Jun 30, 2016 7:34 pm, edited 6 times in total.
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silentzora
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Re: The "How do I..." Thread

Post by silentzora »

How exactly would I go about making a switchable image in SBARINFO that works for when a specific quantity of item is in inventory?

For example, I want to create a health icon that gradually depletes depending on the amount of portable medikits the player has. So, if a player, say, has one, two, or three medikits in inventory, draw a specific image for each quantity (not necessarily a number).
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adamaH_oriH
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Re: The "How do I..." Thread

Post by adamaH_oriH »

quick question:

you know how Doom in Doom Format in Doom Builder has this:
Action 87 - WR Floor Start Moving Up and Down

How do i do that action EXACTLY like the Doom format action, in Doom in Hexen Format?
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Kappes Buur
 
 
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Re: The "How do I..." Thread

Post by Kappes Buur »

adamaH_oriH wrote:quick question:
Use action special 207
guismay
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Re: The "How do I..." Thread

Post by guismay »

That's maybe a very stupid question, but somehow I can't figure it out: in ACS how can we get access to the current actor TID?
For instance, many functions require to give as input a TID (GetActorX, GetActorAngle, etc) and we can use 0 to refer to the current actor TID. But I would actually want to access this actor real TID.
LogicalFallacy
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Re: The "How do I..." Thread

Post by LogicalFallacy »

guismay wrote:That's maybe a very stupid question, but somehow I can't figure it out: in ACS how can we get access to the current actor TID?
For instance, many functions require to give as input a TID (GetActorX, GetActorAngle, etc) and we can use 0 to refer to the current actor TID. But I would actually want to access this actor real TID.
You need to assign them one and use that. For clarification, by TID, it really means Thing tag.
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kodi
 
 
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Re: The "How do I..." Thread

Post by kodi »

int TID = ActivatorTID(); :)
guismay
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Re: The "How do I..." Thread

Post by guismay »

That's it, thanks!
guismay
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Re: The "How do I..." Thread

Post by guismay »

Are there some reserved TIDs in the game? I need to assign some TIDs to some players, but I want to give the TIDs myself instead of using UniqueTID(), so I was thinking of using 1001, 1002, 1003, etc.
I just want to be sure that it will not interfere with existing objects (this is a map I created from scratch and I set the TID of everything on the map to 0).
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