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.
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.
- ReedtheStrange
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- Joined: Sun Sep 11, 2011 3:27 pm
Re: The "How do I..." Thread
How do I code weapons to automatically deselect after running out of ammo?
Re: The "How do I..." Thread
You don't need to to so, its the default behavior. But if you rly want it, use a [wiki]A_JumpIfNoAmmo[/wiki] in your Ready "state".
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Two questions:
- How do I make an actor be afected by wind? I've noticed that weapons and most decorations do not move in this case.
- Let's say a monster have called its own instance of a script with A_ExecuteAlways. How could I make it terminate the script via ACS?
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Two questions:
- How do I make an actor be afected by wind? I've noticed that weapons and most decorations do not move in this case.
- Let's say a monster have called its own instance of a script with A_ExecuteAlways. How could I make it terminate the script via ACS?
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- Posts: 5043
- Joined: Sun Nov 14, 2010 12:59 am
Re: The "How do I..." Thread
[wiki]A_ReFire[/wiki] checks if you have ammo for one more shot, if not it does a weapon change. There is also [wiki]A_CheckReload[/wiki].ReedtheStrange wrote:How do I code weapons to automatically deselect after running out of ammo?
Have you tried using [wiki=Actor_flags#WINDTHRUST]WINDTHRUST[/wiki] flag?Ravick wrote:- How do I make an actor be afected by wind? I've noticed that weapons and most decorations do not move in this case.
[wiki]ACS_ExecuteAlways[/wiki] cannot be terminated or suspended via another script ([wiki]ACS_Terminate[/wiki] or [wiki]ACS_Suspend[/wiki]). However, you can do so from within the script itself by using [wiki]terminate[/wiki] and [wiki]suspend[/wiki] functions.- Let's say a monster have called its own instance of a script with A_ExecuteAlways. How could I make it terminate the script via ACS?
- ShadowTiger
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Re: The "How do I..." Thread
Is there a way to make a player walk over a trigger line and have a PolyObject (And its mirror) move?
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- Joined: Sun Nov 14, 2010 12:59 am
Re: The "How do I..." Thread
Just change the trigger of the line to "Player walks over" instead of "Player presses use".
- ShadowTiger
- Posts: 615
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Re: The "How do I..." Thread
Yes, that's implied, though I must have had a brainfart because although a switch that you will now walk over is tied to a door, how would you die it to a polyobject? Linedef action 202 is Door Generic. What is "PolyObject Activate?" 
This here implies that I am missing something important here.
Also I bungle polyobjects like nobody's business.

This here implies that I am missing something important here.
Also I bungle polyobjects like nobody's business.
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- Joined: Sun Nov 14, 2010 12:59 am
Re: The "How do I..." Thread
I suggest referring to this [wiki=PolyObjects]page[/wiki]. At the bottom you'll find all of the polyobject related specials like [wiki]Polyobj_DoorSlide[/wiki], [wiki]Polyobj_DoorSwing[/wiki], [wiki]Polyobj_Move[/wiki], etc
Re: The "How do I..." Thread
The trick is that you set one of the action specials for polyobject on the line you walk over. Not on one of the lines of the specific polyobject.This here implies that I am missing something important here.
- ReedtheStrange
- Posts: 226
- Joined: Sun Sep 11, 2011 3:27 pm
Re: The "How do I..." Thread
Is there a way to disallow the player from selecting a weapon that is out of ammo?
Actually, I think I may have figured out how. However, my method only makes sense with throwable weapons. But then again, that's the only weapon type that I could imagine wanting to do that with.
Actually, I think I may have figured out how. However, my method only makes sense with throwable weapons. But then again, that's the only weapon type that I could imagine wanting to do that with.
- insightguy
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- Joined: Tue Mar 22, 2011 11:54 pm
Re: The "How do I..." Thread
Is there any way to lock the player's view to a limit? They cant see whats behind them or can mouse look limited to a limited area.
How do I keep the player stationary to prevent him from moving on his own will? (acs will move the player on fixes points.)
How do i make an actor have a random colored armor? (i want to have one decorate marine actor with different colored armor for each spawn.)
How do I keep the player stationary to prevent him from moving on his own will? (acs will move the player on fixes points.)
How do i make an actor have a random colored armor? (i want to have one decorate marine actor with different colored armor for each spawn.)
- NeuralStunner
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Re: The "How do I..." Thread
If ammo isn't optional, that should be default.ReedtheStrange wrote:Is there a way to disallow the player from selecting a weapon that is out of ammo?
Re: The "How do I..." Thread
I don't want to open a new topic for this. Just a question: Does Zdoom support the Passthru activation mode?
This wad: http://www.doomworld.com/idgames/?id=12365
uses Passthru on MAP02 at a bookcase, but it only works with Zandronum. (obviously because it is an older version of zdoom)
Will zdoom support passthru feature in the future?
This wad: http://www.doomworld.com/idgames/?id=12365
uses Passthru on MAP02 at a bookcase, but it only works with Zandronum. (obviously because it is an older version of zdoom)
Will zdoom support passthru feature in the future?
- ReedtheStrange
- Posts: 226
- Joined: Sun Sep 11, 2011 3:27 pm
Re: The "How do I..." Thread
What's the least glitchy way to make a blow-away wall?
Re: The "How do I..." Thread
I'm finally working on the traveling merchant for Heretics of DooM, but how can I make him work for any map without modifying the maps? He spawns after you when you start a level, but how do I activate him and thus my ACS code for shopping? I can make merchants just fine in my own map, but activating those is map dependent.
EDIT: I could just make an anytime shop HUD, but I wanted to go a little more realistic route.
EDIT: I could just make an anytime shop HUD, but I wanted to go a little more realistic route.
Re: The "How do I..." Thread
How do I prevent the player from being moved by explosions or blasts for a while?
Can I do it with mass? I yes, how do I change the player's mass in game?
Can I do it with mass? I yes, how do I change the player's mass in game?