The "How do I..." Thread
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Re: The "How do I..." Thread
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.
Re: The "How do I..." Thread
Nice, thanks! I figured a function for something like that existed, I just didn't know what to search for. 

- 4thcharacter
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Re: The "How do I..." Thread
How do I make certain monsters immune to falling damage? I tried it via Damagefactor but it didn't work.
Re: The "How do I..." Thread
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.
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Re: The "How do I..." Thread
Short answer: No.FranckyFox2468 wrote:Is there a way to enable and disable saving depending on various circumstances
Create a [wiki=Classes:CustomInventory]custom inventory item[/wiki]. In its Pickup state, call [wiki]Autosave[/wiki].and items to help you have some quick saves between the save rooms?
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Re: The "How do I..." Thread
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?Blue Shadow wrote: Short answer: No.
Re: The "How do I..." Thread
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.FranckyFox2468 wrote: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?Blue Shadow wrote: Short answer: No.
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Re: The "How do I..." Thread
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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Re: The "How do I..." Thread
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.Blue Shadow wrote: Short answer: No.

SLADE³ has highlighting for DECORATE incorporated in its text editor.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.
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Re: The "How do I..." Thread
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.worldendDominator wrote:...and repacking the archive each time I want to test it.
Re: The "How do I..." Thread
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?

Because this is really annoying me.

Because this is really annoying me.
Last edited by amv2k9 on Mon Oct 03, 2016 5:15 pm, edited 1 time in total.
- worldendDominator
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Re: The "How do I..." Thread
Tapwave wrote:SLADE³ has highlighting for DECORATE incorporated in its text editor.
Thanks!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.

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Re: The "How do I..." Thread
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?
- adamaH_oriH
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Re: The "How do I..." Thread
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?
EDIT: FIXED!
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
}
}
Re: The "How do I..." Thread
I have a step script I'm trying to get working. Here is the code.
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?
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);
}