The "How do I..." Thread

Archive of the old editing forum
Forum rules
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.
User avatar
phantombeta
Posts: 2195
Joined: Thu May 02, 2013 1:27 am
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Brazil

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

Post by phantombeta »

breadbagfly wrote:"Unable to find "DoomPlayer" class to replace, while parsing "DUDE"."

"Unable to find "Weapon" class to inherit from, while parsing "Flaregun:15001"."

been trying 2 get back to mapping after assembling the old mod as .pk3 and this kinda shit keeps happening. ive checked all paths and other things in the pk3 and editor and everything is ok, but still gzdoombuilder likes to pretend decorates, or hell even core game classes apparently never existed, which is so odd

interestingly i once tried loading troodon (the dumbass 'turok' mod) and it would give the exact same crap, and all decorates be missing. despite i have mapped it with the exact same version of editor just couple of months ago without problem. more interestingly i loaded UNI, and that worked flawlessly so wtf is going on lol.

im sort of thinking whenever i should just completely reinstall the doombuilder, or lose myself on figuring out "right" pk3 file structure. the latter is unlikely cus as mentioned UNI worked perfectly and its reckless in comparison of this new mod or even the "turok" mod. or if someone actually has similar experience of such to share info, im out of ideas thats for sure lol
I imagine you probably updated your GZDoom or something, which updated the gzdoom.pk3 file, which AFAIK GZDoom Builder uses to recognize actors.
All the DECORATE actors in gzdoom.pk3 were converted to ZScript, so you need a newer version of GZDoom Builder that supports ZScript to have it not show these errors. The latest version of GZDoom Builder from before MaxED quit doesn't have ZScript support, so you need GZDoomBuilder-Bugfix instead.
User avatar
Amuscaria
Posts: 6634
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

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

Post by Amuscaria »

Just out of curiosity, what's the purpose for the "Null Texture" checkbox in the Textures lump editing interface in Slade? I just spent 40 minutes trying to figure out why one of my textures wouldn't show up in-game no matter now many times I re-imported the file, renamed the graphics, and looked thru the Textures lump to see if I've accidentally misspelled anything only to to realize I had that box checked. :P
User avatar
Cherno
Posts: 1337
Joined: Tue Dec 06, 2016 11:25 am

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

Post by Cherno »

Is it possible to have a polyobject that has an animated switch texture on it? I would like to have a sliding door with an animated switch texture so when I hit the use key, the switch animation plays and the polyobejct door moves.

Related: Is it possible to have an animated switch texture that plays one animation continuosly in it's on or off state? My switch texture has a blinking red button that turns green when used but I don't seee how I could implement that via ANIMDEFS, the syntax doesn't seem to support it.
User avatar
Recurracy
Posts: 559
Joined: Fri Dec 19, 2008 12:11 pm

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

Post by Recurracy »

I made an uppercut melee but it's lacking some oomph. I wanna send the enemy flying straight up in the air when I hit 'em, but I forgot how to do such a thing.
User avatar
Amuscaria
Posts: 6634
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

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

Post by Amuscaria »

Cherno wrote:Is it possible to have a polyobject that has an animated switch texture on it? I would like to have a sliding door with an animated switch texture so when I hit the use key, the switch animation plays and the polyobejct door moves.

Related: Is it possible to have an animated switch texture that plays one animation continuosly in it's on or off state? My switch texture has a blinking red button that turns green when used but I don't seee how I could implement that via ANIMDEFS, the syntax doesn't seem to support it.
You should be able to give the polyobject line a tag, then use ACS to change the texture when its activated. Instead of using Polyobject_Move, have that line segment run a script that both moves the polyobject and change the texture for the line segment with you tag #.
User avatar
Cherno
Posts: 1337
Joined: Tue Dec 06, 2016 11:25 am

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

Post by Cherno »

Amuscaria wrote:
Cherno wrote:Is it possible to have a polyobject that has an animated switch texture on it? I would like to have a sliding door with an animated switch texture so when I hit the use key, the switch animation plays and the polyobejct door moves.

Related: Is it possible to have an animated switch texture that plays one animation continuosly in it's on or off state? My switch texture has a blinking red button that turns green when used but I don't seee how I could implement that via ANIMDEFS, the syntax doesn't seem to support it.
You should be able to give the polyobject line a tag, then use ACS to change the texture when its activated. Instead of using Polyobject_Move, have that line segment run a script that both moves the polyobject and change the texture for the line segment with you tag #.
Thanks, I figured that would be the solution. I already call a script to move the polyobject so I can easily adapt that.
User avatar
Clay
Posts: 190
Joined: Fri Sep 22, 2017 9:52 pm
Location: That one secret you always miss.
Contact:

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

Post by Clay »

The weapon has a chance of spawning ammo, but it keeps spawning random-ish amounts (between 3 and 6 so for)

I only want it to spawn 1. Why is this happening?


EDIT: Nvm. Holding down fire or firing at monsters causes GZDoom to crash after a few shots.
And yes I took away the ammo spawning code completely to make sure that wasn't the cause.
Spoiler:
Nevander
Posts: 2254
Joined: Mon Jan 06, 2014 11:32 pm

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

Post by Nevander »

Why can't flying monsters go up the stairs at the very start of MAP01? I thought since they fly, space between height changes is irrelevant.
User avatar
Jaxxoon R
Posts: 772
Joined: Sun May 04, 2014 7:22 pm

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

Post by Jaxxoon R »

Because there's monster-blocking lines there.
User avatar
Apeirogon
Posts: 1606
Joined: Mon Jun 12, 2017 12:57 am

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

Post by Apeirogon »

When i try launch this code game crash
Spoiler:
ACS
Spoiler:
Where error?
User avatar
Cherno
Posts: 1337
Joined: Tue Dec 06, 2016 11:25 am

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

Post by Cherno »

I would like to know how to make custom intermission screens work. I have set everything up as the documentation requires but I always get an "Intermission XY not found" error.

MAPINFO:

Code: Select all

Intermission INT_SH01
{
	Image
	{
		Background = "hulk"
	}
}

map MAP01 "Spacehulk 1"
{
	levelnum = 1
	EnterPic = "$INT_SH01"
}
User avatar
breadbagfly
Posts: 50
Joined: Sat May 21, 2016 4:34 pm
Location: frozen butthole

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

Post by breadbagfly »

phantombeta wrote: I imagine you probably updated your GZDoom or something, which updated the gzdoom.pk3 file, which AFAIK GZDoom Builder uses to recognize actors.
All the DECORATE actors in gzdoom.pk3 were converted to ZScript, so you need a newer version of GZDoom Builder that supports ZScript to have it not show these errors. The latest version of GZDoom Builder from before MaxED quit doesn't have ZScript support, so you need GZDoomBuilder-Bugfix instead.
ohhh yea, didnt actually come in mind first. tried updating to latest one, but then still somehow it keeps shitting on any sort of progress aka same weirdass issue going on despite the updated stuff
Nevander
Posts: 2254
Joined: Mon Jan 06, 2014 11:32 pm

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

Post by Nevander »

Jaxxoon R wrote:Because there's monster-blocking lines there.
Seriously? Wow wtf id. Weird place for block monster lines.
User avatar
Jekyll Grim Payne
Global Moderator
Posts: 1120
Joined: Mon Jul 21, 2008 4:08 am
Preferred Pronouns: He/Him
Graphics Processor: nVidia (Modern GZDoom)
Contact:

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

Post by Jekyll Grim Payne »

Apeirogon wrote:When i try launch this code game crash
Spoiler:
ACS
Spoiler:
Where error?
You're trying to use CallAcs to run a script. But that script is already running because for some reason it's an Enter script. (And Enter scripts run once per player per map, at the beginning of the map.) What you need is a script that will only run when it's called by CallAcs. So, to put it simply, your script should be (void) or better yet (int speed). Then CallACS will run it and return its result value.
User avatar
Amuscaria
Posts: 6634
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

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

Post by Amuscaria »

Is Weapon.Axeblood flag broken? None of the weapons using it spawns the axeblood anymore, just a regular blood splatter.
Locked

Return to “Editing (Archive)”