The "How do I..." Thread

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

Post by Zeberpal »

Gez wrote:There's no practical limit to the carrying capacity of a player, no. They can have millions of different items, each with item counts in the billions, no problem except making inventory checks a bit time-consuming.
Gez, thank you, that's good to know! Another question though: Is it possible to change 3d floor's 4th argument( translucency amount) via ACS somehow? Is it possible to mess with 3d floor settings at all?
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ZZYZX
 
 
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Re: The "How do I..." Thread

Post by ZZYZX »

no. 3D floor is read once from line special on map initialization, and then it becomes just another entry in sector's associated 3D floors array. You can only change things that affect the control sector: light level, height, textures, offsets.
Gez
 
 
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Re: The "How do I..." Thread

Post by Gez »

Yeah it's unfortunately not possible yet to change a 3D floor's translucency.

You can kinda cheat by having the 3D floor instantaneously move out of the way (below the floor for example) and be replaced by another 3D floor that instantaneously move in its place, but that's horribly hacky, and also super annoying if you want to do a smooth transition.
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adamaH_oriH
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Re: The "How do I..." Thread

Post by adamaH_oriH »

DoomKrakken wrote:Now, I know that this isn't much of a "How Do I..." question, but if I have a Ripper Projectile that deals 25 damage and five Ripper Projectiles that spawn together (as though it were one projectile) dealing 5 damage each, are the five Ripper Projectiles going to deal more damage to an actor than the one Ripper Projectile that deals 25 damage, or vice versa, or will it be equal?
adamaH_oriH wrote:How do I make the bossbrain invunerable to Lightning? whenever it shoots the lightning attack (the overlord (R667)'s lightning attack), it gets damaged by it. is it Damagefactor?
Yup. Your code should look like this:

Code: Select all

        DamageFactor Lightning, 0.0
Could I see your code for your Boss Brain and its attacks? There could be something else at play that causes your Boss Brain to get damaged from its own attacks, so it may be unnecessary for you to to give it a 0 Damage Factor for "Lightning" damage...
It's 4 different actors:

-an attacking actor
-2 bosscube spitters
-Bossbrain


Bossbrain:
Spoiler:
The Boss's main attacks (BEWARE, LOTS OF CODE.)
simply put, go check the R667 Overlord, Make it have only one sprite frame that's completely clear, and make the 'Overlord' COMPLETELY immoble, and make it to where it also shoots EVERY SINGLE PROJECTILE ACTOR in the Hiro Hamada Mod...
Spoiler:
Now, the enemy Spawner...
Spoiler:
Ok, see 'Stormshots 1 and 2?

those seem to wander to where the bossbrain is.

I want the bossbrain to be invunerable to the lightning stormshots.
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DoomKrakken
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Re: The "How do I..." Thread

Post by DoomKrakken »

It looks like you're not using the CMF_TRACKOWNER flag for any of your [wiki]A_CustomMissile[/wiki] parameters... why not try that?
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amv2k9
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Re: The "How do I..." Thread

Post by amv2k9 »

So I'm working on something that uses synth-fire, but I'm looking to use the Decorate version of GetPlayerInput to make it ACS-free. I'm not sure how to use it, though, and there are no examples on the wiki page.

What I need is for it to:

1) Jump if the player is pressing the specified input on the current tic.
2) Jump if they're pressing another input or inputs in addition to the specified one on the current tic.
3) Never jump if the specified input is not active, ignoring any and all other inputs that may be active.

Also in regards to this synth-fire thing, I'm using overlays rather than hijacking the flash state, and I've run into a problem. When you die, both overlays get pushed 32 pixels up.

Here's the code:
Spoiler:
The problem fixes itself when you resurrect.
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Chl
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Re: The "How do I..." Thread

Post by Chl »

I'm trying to use a custom colour for my custom font in a HUDMESSAGE. But unless I use one of ZDooms premade colours it will just not work and the font remains in its original colour.

Code: Select all

TEXTCOLO:
blue
{
	#000053 #c7c7ff 0 255
	
	Console:
	#000053 #c7c7ff 0 255
}

Script:
colour = "blue";
HudMessageBold(s:dir; HUDMSG_PLAIN | HUDMSG_LAYER_OVERHUD, 3, colour, xpos, ypos, 0);

I've even tried using one the examples in the Wiki but they won't work either. What's wrong?
Blue Shadow
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Re: The "How do I..." Thread

Post by Blue Shadow »

Since you're passing color as a string, you need to add HUDMSG_COLORSTRING to the type parameter.
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Re: The "How do I..." Thread

Post by Gez »

You're not using the HUDMSG_COLORSTRING flag in the second parameter. See [wiki=HudMessage]wiki[/wiki] for the description of the color parameter.
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Chl
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Re: The "How do I..." Thread

Post by Chl »

That did it. Completely missed that and since I also stored the default colours as a string it never occurred to me to look. Thanks.
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FranckyFox2468
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Re: The "How do I..." Thread

Post by FranckyFox2468 »

Well here's 2 that came around my mind:

-How do you do ladders based upon a single wall or textures like in "the adventures of square"?
-Is it possible to put randomly played states for a playerhud mugshot? (for instance it normally loops an idle animation and randomly from times to times it plays another animation like looking around, blinking or changing expression?)
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arookas
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Re: The "How do I..." Thread

Post by arookas »

You could try [wiki]SetMugShotState[/wiki]. It'd interrupt any current animation, however.
DoomCommander 1706
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Re: The "How do I..." Thread

Post by DoomCommander 1706 »

How i can make the bfg ball acts like the bfg20k from quake 2?
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Gutawer
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Re: The "How do I..." Thread

Post by Gutawer »

FranckyFox2468 wrote:-How do you do ladders based upon a single wall or textures like in "the adventures of square"?
The Adventures of Square ladders are just a floating midtex that is slightly in front of the wall that the ladder is supposed to be on. It's such a small distance that players won't notice, but it saves the map makers the hassle of making a new texture for every surface that needs a ladder. This is also how Squares wall cracks work.
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BFG
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Re: The "How do I..." Thread

Post by BFG »

add more load names in a batch file only lets me add so many
Last edited by BFG on Thu Aug 25, 2016 5:51 pm, edited 1 time in total.
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