The "How do I..." Thread

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

Post by arookas »

You can use [wiki]SetThingSpecial[/wiki] on the pickup after you spawn it with one of the ACS_Execute specials, but you can only give it numbered scripts (since ACS_NamedExecute* are not action specials). If you need it named, then you could spawn a CustomInventory that looks like the gun and calls the named script in its Pickup state.
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CJacobsSA
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Re: The "How do I..." Thread

Post by CJacobsSA »

Nice, thanks! I figured a function for something like that existed, I just didn't know what to search for. :)
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4thcharacter
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Re: The "How do I..." Thread

Post by 4thcharacter »

How do I make certain monsters immune to falling damage? I tried it via Damagefactor but it didn't work.
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Rachael
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Re: The "How do I..." Thread

Post by Rachael »

That sounds like a bug. You tried DamageFactor "Falling", 0 right? If you did, report it and provide a test wad so that it can be investigated.
Blue Shadow
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Re: The "How do I..." Thread

Post by Blue Shadow »

FranckyFox2468 wrote:Is there a way to enable and disable saving depending on various circumstances
Short answer: No.
and items to help you have some quick saves between the save rooms?
Create a [wiki=Classes:CustomInventory]custom inventory item[/wiki]. In its Pickup state, call [wiki]Autosave[/wiki].
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FranckyFox2468
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Re: The "How do I..." Thread

Post by FranckyFox2468 »

Blue Shadow wrote: Short answer: No.
Megaman 8-bit deathmatch did it. So why the heck not? And what's the point on telling me how to do the latter if you don't wanna say the first?
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Gutawer
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Re: The "How do I..." Thread

Post by Gutawer »

FranckyFox2468 wrote:
Blue Shadow wrote: Short answer: No.
Megaman 8-bit deathmatch did it. So why the heck not? And what's the point on telling me how to do the latter if you don't wanna say the first?
Megaman 8-bit deathmatch didn't do it, it's just a default behaviour of Zandronum to not allow saving the game while bots are in the game. Since bots are always in the game in MM8BDM, you cannot save.
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worldendDominator
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Re: The "How do I..." Thread

Post by worldendDominator »

This might be a stupid question, but is there an editor for Decorate? It's getting annoying working in Notepad++ and repacking the archive each time I want to test it.
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Tapwave
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Re: The "How do I..." Thread

Post by Tapwave »

Blue Shadow wrote: Short answer: No.
Long answer: You're going to either make your own branch of Zdoom for that, or wrestle with the devs until you achieve absolute victory and force them to put it in. :p
worldendDominator wrote:This might be a stupid question, but is there an editor for Decorate? It's getting annoying working in Notepad++ and repacking the archive each time I want to test it.
SLADE³ has highlighting for DECORATE incorporated in its text editor.
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juizzysquirt
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Re: The "How do I..." Thread

Post by juizzysquirt »

worldendDominator wrote:...and repacking the archive each time I want to test it.
That's not necessary at all, you can drag 'n drop directories and files directly to ZDL. In fact, I build pk3-file only for backup/or distribution purposes.
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amv2k9
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Re: The "How do I..." Thread

Post by amv2k9 »

Is there a way of simply horizontally centering the next element in a MENUDEF block, without having to explicitly state its position through Position x,y?
Image
Because this is really annoying me.
Last edited by amv2k9 on Mon Oct 03, 2016 5:15 pm, edited 1 time in total.
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worldendDominator
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Re: The "How do I..." Thread

Post by worldendDominator »

Tapwave wrote:SLADE³ has highlighting for DECORATE incorporated in its text editor.
b00mstick wrote:That's not necessary at all, you can drag 'n drop directories and files directly to ZDL. In fact, I build pk3-file only for backup/or distribution purposes.
Thanks! :)
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LanHikariDS
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Re: The "How do I..." Thread

Post by LanHikariDS »

So, on the Class selection screen, I know I an set a custom graphic for the class' preview portrait. Can I do the same for the class' title graphic on said menu, instead of the game just using the Doom font?
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adamaH_oriH
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Re: The "How do I..." Thread

Post by adamaH_oriH »

Ok, I'm having a problem: Zdoom says +RANDOMIZE is not an actor property. I have a custom Baron Of Hell ball for the Hell Knight.
What happened?

Code: Select all

ACTOR KnightBall : Baronball
{
  Radius 6
  Height 16
  Speed 19
  FastSpeed 24
  Damage 18
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 1
  SeeSound "knight/attack"
  DeathSound "knight/shotx"
  Decal "BaronScorch"
  States
  {
  Spawn:
    SWDB AB 4 
    Loop
  Death:
    BAL7 CDE 6 
    Stop
  }
}
EDIT: FIXED!
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Mav3r1ck
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Re: The "How do I..." Thread

Post by Mav3r1ck »

I have a step script I'm trying to get working. Here is the code.

Code: Select all

script SWTrap1 (void)
{
	Floor_LowerByValue(48, 64, 128);
	Delay(32);
    ACS_Execute(13, 0, 0, 0, 0);
}

script TrapCleared1 (void)
{
	Thing_FadeIn(49, 5, 51);
	Thing_FadeIn(50, 1, 51);
	Delay(2);
	While(ThingCount(49, 5) > 0)
	While(ThingCount(50, 1) > 0)
	Delay(2);
	ACS_Execute(14, 0);
}

script PillarLower (void)
{
	Floor_LowerByValue(52, 32, 64);
}
I'm trying to make it where, the switch lowers a floor and spawns enemies and after they're killed lowers a nearby pillar to reveal a switch. The problem I'm having is that when the switch is pressed it spawns the enemies and lowers the pillar instead of waiting for me to kill the enemies first. How can I fix this?
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