The "How do I..." Thread

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

Post by Zombieguy »

Ravick wrote:How do I make an item that gives other kinds of items when picked up?
Wouldn't something like this work?

Code: Select all

Actor Random_Item
{
<insert custom state parameters here>
States
{
Spawn:
         DUMB A -1
         Stop
Pickup:
         TNT1 A 0 A_GiveInventory("Something",1)
         Stop
          }
}
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Ravick
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Re: The "How do I..." Thread

Post by Ravick »

I've tried this, but didn't work. It was my first tough too. Maybe I'm doing something wrong, I don't know. The wad is in another PC, tomorrow I'll post the code. =/

Thanks anyway :)
Zombieguy
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Re: The "How do I..." Thread

Post by Zombieguy »

Maybe try adding a tic to that line in its pickup state? I don't know if it would change anything, but it's worth a shot.
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ReedtheStrange
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Re: The "How do I..." Thread

Post by ReedtheStrange »

How do you make a standalone WAD with its own launch sequence like Harmony?
Blue Shadow
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Re: The "How do I..." Thread

Post by Blue Shadow »

Ravick wrote:I've tried this, but didn't work.
You should make the item inherit from [wiki]CustomInventory[/wiki].
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Ravick
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Re: The "How do I..." Thread

Post by Ravick »

Yes, I've just realized it last night when I was offline. It was inheriting from Inventory instead of CustomInventory. ("Duh" to myself!)
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cocka
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Re: The "How do I..." Thread

Post by cocka »

How do I make an item that gives other kinds of items when picked up?
It was not long ago when we discussed about this topic. You grab an item and when you activate it, it invokes a script as well.

Here it is: http://forum.zdoom.org/viewtopic.php?f=3&t=34244
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Ravick
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Re: The "How do I..." Thread

Post by Ravick »

Thanks! :)


How do I make an actor be afected by a scrolling sector? I've noticed that weapons and most decorations do not move in this case.
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TerminusEst13
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Re: The "How do I..." Thread

Post by TerminusEst13 »

Is it possible to have more than 15 quit messages?
And is it possible to have the Raven games display more than one quit message?
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wildweasel
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Re: The "How do I..." Thread

Post by wildweasel »

TerminusEst13 wrote:Is it possible to have more than 15 quit messages?
And is it possible to have the Raven games display more than one quit message?
Yes; define them via Gameinfo (Menudefs?).
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TerminusEst13
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Re: The "How do I..." Thread

Post by TerminusEst13 »

Beauty. Thanks.
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Sgt. Shivers
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Re: The "How do I..." Thread

Post by Sgt. Shivers »

Using DECORATE, how would I replace multiple items with the same thing?
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Matt
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Re: The "How do I..." Thread

Post by Matt »

Code: Select all

actor ZombieShot : ZombieMan replaces ShotgunGuy {}
actor ZombieImp : ZombieMan replaces DoomImp {}
actor ZombieDemon : ZombieMan replaces Demon {}
actor ZombieBarrel : ZombieMan replaces ExplosiveBarrel {}
actor ZombieHealth : ZombieMan replaces HealthBonus {}
actor ZombieArmour : ZombieMan replaces ArmorBonus {}
actor ZombieCaco : ZombieMan replaces Cacodemon {+float +nogravity}
actor ZombieSpectre : ZombieMan replaces Spectre {+shadow renderstyle OptFuzzy}
actor ZombieCyber : ZombieMan replaces Cyberdemon {+boss +bossdeath}
Just make sure you define any light frames in the DECORATE itself, not the defs which means you have to repeat everything for each and every replacement.
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Enjay
 
 
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Re: The "How do I..." Thread

Post by Enjay »

If Sgt. Shivers wants the replacement actors to actually be of the same type and not just clones of each other (though why that would be needed I'm not sure), I suppose that each actor could be replaced with an actor spawner of some sort and the spawners would always spawn the correct (same) type of replacement.
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Sgt. Shivers
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Re: The "How do I..." Thread

Post by Sgt. Shivers »

Thanks for the help!
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