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Re: The "How do I..." Thread
Posted: Thu Jun 23, 2011 9:28 pm
by Ravick
Can I make a line activate its special from both sides? Here it only works from the front side.
Re: The "How do I..." Thread
Posted: Thu Jun 23, 2011 9:41 pm
by ChronoSeth
Ravick wrote:Can I make a line activate its special from both sides? Here it only works from the front side.
There's a flag for that accessible in DoomBuilder.
Re: The "How do I..." Thread
Posted: Thu Jun 23, 2011 11:34 pm
by Ravick
Thanks;
Edit:
I've always mapped on thr format Skulltag in Hexen, where there was a menu option with a lot of dinamic lights. Now I'm learning to map in UDMF, and there is no this menu. How can I put DL in UDMF maps?
Re: The "How do I..." Thread
Posted: Sun Jun 26, 2011 3:50 pm
by HeXaGoN
How do I make an object orbit another object?
Re: The "How do I..." Thread
Posted: Sun Jun 26, 2011 3:58 pm
by Ryan Cordell
wtg62 wrote:How do I make an object orbit another object?
Use A_Warp?
Re: The "How do I..." Thread
Posted: Mon Jun 27, 2011 12:35 pm
by Sergeant_Mark_IV
Is there any way to make a missile disappear when hitting water without triggering it's death animation without making use of bounce flag?
Re: The "How do I..." Thread
Posted: Mon Jun 27, 2011 12:42 pm
by Xtyfe
Sergeant_Mark_IV wrote:Is there any way to make a missile disappear when hitting water without triggering it's death animation without making use of bounce flag?
-EXPLODEONWATER wouldn't this do that?
Re: The "How do I..." Thread
Posted: Tue Jun 28, 2011 11:57 am
by bgraybr
Can I use A_JumpIfTargetInLOS to stop a monster from firing if other monsters are in front of it?
Re: The "How do I..." Thread
Posted: Tue Jun 28, 2011 12:21 pm
by FDARI
Re: The "How do I..." Thread
Posted: Tue Jun 28, 2011 12:40 pm
by bgraybr
Hmm. Is it even possible?
I have marines, and I want them to:
-avoid firing at players and other marines (I might just put THRUSPECIES on the projectiles that they fire)
-fire projectiles that don't hurt other marines or players. I've already accomplished the former by using DONTHURTSPECIES but the species property doesn't seem to affect players
-not enter their pain state when hit by another marine (already done using custom damage types, but the pain sound still plays)
-become hostile when fired upon by a player. (I've already tried using custom damage types/pain states with thing_hate, but it messes up the marine's AI completely for some reason).
Re: The "How do I..." Thread
Posted: Tue Jun 28, 2011 1:34 pm
by NeuralStunner
bgraybr wrote:Can I use A_JumpIfTargetInLOS to stop a monster from firing if other monsters are in front of it?
This feature suggestion might interest you.
Re: The "How do I..." Thread
Posted: Tue Jun 28, 2011 11:21 pm
by devildemon
quick question is it possible for when one person picks up a powerup everyone gets at the same time?
Re: The "How do I..." Thread
Posted: Wed Jun 29, 2011 2:15 am
by FDARI
Try a custom inventory:
Code: Select all
actor RealPowerup : Powerup // not spawned in map
{
/* .... powerup stuff .... */
}
actor PowerupPickup : CustomInventory
{
States
{
Spawn:
POWR A -1
stop
Pickup:
TNT1 A 0 A_GiveInventory("RealPowerup", 1, AAPTR_PLAYER1)
TNT1 A 0 A_GiveInventory("RealPowerup", 1, AAPTR_PLAYER2)
TNT1 A 0 A_GiveInventory("RealPowerup", 1, AAPTR_PLAYER3)
TNT1 A 0 A_GiveInventory("RealPowerup", 1, AAPTR_PLAYER4)
TNT1 A 0 A_GiveInventory("RealPowerup", 1, AAPTR_PLAYER5)
TNT1 A 0 A_GiveInventory("RealPowerup", 1, AAPTR_PLAYER6)
TNT1 A 0 A_GiveInventory("RealPowerup", 1, AAPTR_PLAYER7)
TNT1 A 0 A_GiveInventory("RealPowerup", 1, AAPTR_PLAYER8)
stop
}
}
I haven't tested this, but it ought to work. One potential problem: I'm not sure if this inventory state chain is guaranteed/able to return success. If it does not, the item might not be removed from the map, which means you get to pick it up over and over. There may be more than one workaround for this. There are known ways to ensure a successful pickup of a custom inventory item. (I've never needed to figure out.)
EDIT: The complete set of features used is first available in zdoom r3222.
Re: The "How do I..." Thread
Posted: Wed Jun 29, 2011 10:04 pm
by HeXaGoN
Ryan Cordell wrote:wtg62 wrote:How do I make an object orbit another object?
Use A_Warp?
Uh, I'm not so sure if that would work... is A_Warp used for that even?
Re: The "How do I..." Thread
Posted: Wed Jun 29, 2011 10:49 pm
by Ryan Cordell
A_Warp can be used for it. FDARI's demo has such an example with the circling imp ball. You should try it out.