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
So the "glass" can be textured as well, not just a single color! Great! That's nice for a start!
- Sgt Dopey
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Re: The "How do I..." Thread
How do I change the current weapon bob to the one in alpha doom in game and in decorate
- ReedtheStrange
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Re: The "How do I..." Thread
GZdoom 1.5.6 doesn't recognize the flag. Which versions does it work on?ChronoSeth wrote:+INVENTORY.UNTOSSABLE
Re: The "How do I..." Thread
A version much...ReedtheStrange wrote:GZdoom 1.5.6 doesn't recognize the flag. Which versions does it work on?ChronoSeth wrote:+INVENTORY.UNTOSSABLE
much...
much...
much...
much newer than that.
- Xtyfe
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Re: The "How do I..." Thread
I am creating a laser effect that shoot from a BFG projectile based on this example. While it works fine being shot from the player, if I have it shot from a monster then the lasers end up shooting the the monster who fired it/other monsters and not the player.
anyone willing to take a look?
anyone willing to take a look?
Code: Select all
Actor XtBFGBall replaces BFGBall
{
PROJECTILE
+FORCEXYBILLBOARD
+EXPLODEONWATER
+BLOODSPLATTER
//+TELESTOMP
//-NOTELEPORT
RenderStyle Add
Alpha 0.75
//Radius 10
Radius 13
Height 8
//Height 10
Speed 25
Damage (0)
Decal "BFGLightning"
Obituary "$OB_MPBFG_BOOM"
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_PlaySound ("weapons/bfgloop", 6, 1, 1)
TNT1 A 0 A_SpawnItemEx ("XtBFGLaserSpawner", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERPOINTERS)
BFGB AB 3 Bright
TNT1 A 0 A_SpawnItemEx ("XtBFGLaserSpawner", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERPOINTERS)
BFGB CD 3 Bright
Loop
Death:
TNT1 A 0 A_StopSound (6)
TNT1 A 0 A_PlaySound ("weapons/bfgx", CHAN_BODY, 1, 0)
BFE1 A 4 Bright A_Explode (200, 256, 1, 1, 64)
BFE1 BCDEF 4 Bright
Stop
}
}
Actor XtBFGLaserSpawner
{
PROJECTILE
+SEEKERMISSILE
+THRUACTORS
+STEPMISSILE
Radius 1
Height 1
Speed 1
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SeekerMissile (90, 90, SMF_LOOK|SMF_PRECISE, 256, 512)
TNT1 A 0 A_JumpIfTargetInLOS ("Railer", 0, JLOSF_PROJECTILE)
Stop
Railer:
TNT1 A 0 A_RearrangePointers (AAPTR_DEFAULT, AAPTR_DEFAULT, AAPTR_PLAYER_GETTARGET|AAPTR_TRACER, 4)
TNT1 A 0 A_FaceTracer
TNT1 A 0 A_CustomRailgun (20, 0, 0, 0, RGF_SILENT|RGF_NOPIERCING, 0, 0, "XtBFGLaserPuff", 0, 0, 0, 0, 1.0, 1.0, "XtBFGLaser")
Stop
}
}
Actor XtBFGLaser
{
+NOBLOCKMAP
+NOTELEPORT
+NOGRAVITY
RenderStyle Add
Alpha 0.25
Scale 0.5
Height 1
Radius 1
States
{
Spawn:
BFGS ABCDE 4 Bright
Stop
}
}
Actor XtBFGLaserPuff
{
+NOBLOCKMAP
+NOTELEPORT
+NOGRAVITY
+ALWAYSPUFF
+NOEXTREMEDEATH
Alpha 0.25
Scale 0.5
States
{
Spawn:
TFOG BABACBCBDCDCDEDEDFEFE 1 Bright
Stop
}
}
Actor XtSpiderBFGBall : XtBFGBall
{
FastSpeed 35
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_PlaySound ("weapons/bfgloop", 6, 1, 1)
TNT1 A 0 A_SpawnItemEx ("XtSpiderBFGLaserSpawner", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERPOINTERS)
BFGB AB 3 Bright
TNT1 A 0 A_SpawnItemEx ("XtSpiderBFGLaserSpawner", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERPOINTERS)
BFGB CD 3 Bright
Loop
}
}
Actor XtSpiderBFGLaserSpawner : XtBFGLaserSpawner
{
States
{
Railer:
TNT1 A 0 A_FaceTracer
TNT1 A 0 A_CustomRailgun (20, 0, 0, 0, RGF_SILENT|RGF_NOPIERCING, 0, 0, "XtBFGLaserPuff", 0, 0, 0, 0, 1.0, 1.0, "XtBFGLaser")
Stop
}
}
Re: The "How do I..." Thread
Just a quick question, is there any way to have the different player classes start in different map locations in single player maps?
- ChronoSeth
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Re: The "How do I..." Thread
You might be able to use the class-based thing filters for that. I know it can be made to work for skill levels using MAPINFO, but I've never tried it for classes.
-
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Re: The "How do I..." Thread
How do I begin my very own zdoom wars faction wad, such as realm667?
-
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Re: The "How do I..." Thread
Code: Select all
InInventory InfectionMeter,1
{
DrawBar "INFBAR1","INFBAR2",InfectionMeter,vertical,30,10;
}
Code: Select all
sprite INFBAR1,64,78
{
XScale 4.0
YScale 4.0
Offset 0,0
Patch INFBARA,0,0
}
sprite INFBAR2,64,78
{
XScale 4.0
YScale 4.0
Offset 0,0
Patch INFBARB,0,0
}
Code: Select all
function void Game_InfectPlayer(int playerTID)
{
ThingSound(playerTID,"human/infected",127);
GiveActorInventory(playerTID,"PowerTransformation",1);
GiveActorInventory(playerTID,"TransformingSpeed",1);
GiveActorInventory(playerTID,"InfectionHealthRestoring",1);
ACS_ExecuteAlways(820,0,playerTID,PMS_TRANSFORMING);
Human[playerTID-START_ID]=false;
Infected[playerTID-START_ID]=true;
Game_PlayerDead(playerTID);
Game_DropInventory(playerTID);
LastInfectedLeft=false;
//Player_SetTeam(1);
}

Re: The "How do I..." Thread
Two questions:
1 - How do I suppress one of the difficult levels from the menu? Let's say, a mod that have no UV. Do I need to set all the skill levels again, except for this one?
2 - How do I make sin(30) return 0.5? It's returning some odd values that I can't understand.
Tanks in advance!
1 - How do I suppress one of the difficult levels from the menu? Let's say, a mod that have no UV. Do I need to set all the skill levels again, except for this one?
2 - How do I make sin(30) return 0.5? It's returning some odd values that I can't understand.
Tanks in advance!
Re: The "How do I..." Thread
Well, that's a tricky one but you can write an acs script to convert a normal angle value which can be used by the sin function.2 - How do I make sin(30) return 0.5? It's returning some odd values that I can't understand.
Normal angle = 30°
byte angle = 32/45 * normal angle
normal angle = 45/32 * byte angle
Code: Select all
script 3 (void)
{
int angle = 30.0;
int szorzo = FixedDiv(32.0, 45.0);
print(f: sin(FixedDiv(FixedMul(angle, szorzo), 256.0)));
}
Re: The "How do I..." Thread
Dud thanks alot for that, i must need it for my oblique simulator \o/cocka wrote:Well, that's a tricky one but you can write an acs script to convert a normal angle value which can be used by the sin function.2 - How do I make sin(30) return 0.5? It's returning some odd values that I can't understand.
Normal angle = 30°
byte angle = 32/45 * normal angle
normal angle = 45/32 * byte angle
Though the calculation is not really exact.Code: Select all
script 3 (void) { int angle = 30.0; int szorzo = FixedDiv(32.0, 45.0); print(f: sin(FixedDiv(FixedMul(angle, szorzo), 256.0))); }
and now i create a new function that do all that calculates automaticaly, so you just do seno(90) and it returns almost 1 \o/ thanks thanks thanks over and over xD
Re: The "How do I..." Thread
I want to create a monster that has a random chance of self-destructing, but I don't wan't it to be tied to any action specials or scripted functions that would need to be added to a map. So far, this has worked almost exactly the way I want it to:
The only problem is that some of the death state sprite frames repeat themselves though they shouldn't, making the monster look like it's almost dying and then getting back up. I'm assuming that this glitch is because the monster actually has some health left when the A_Jump kicks in.
Is there a way, using DECORATE, that I could cause the monster to drop to 0 health when the A_Jump causes the death animation to begin?
Code: Select all
TNT1 A 0 A_Jump(32,"Death")
Is there a way, using DECORATE, that I could cause the monster to drop to 0 health when the A_Jump causes the death animation to begin?
Re: The "How do I..." Thread
[wiki]A_Die[/wiki] ?
- NeuralStunner
-
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Re: The "How do I..." Thread
Easy method:
Code: Select all
KillDead:
TNT1 A 0 A_Die
Death:
// Death animation
Last edited by NeuralStunner on Mon Jun 18, 2012 11:32 am, edited 1 time in total.