The "How do I..." Thread

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

Post by Matt »

If it's in the ACS and the decompiler hasn't gone terribly wrong it should come up somehow.


Got a question of my own:

Why does this not work (and in particular always return 24903):

Code: Select all

actor variablecontentpickup : CustomInventory
{
 var int user_content;
 states
 {
 spawn:
  TNT1 A 0 nodelay
  TNT1 A 0 A_SetUserVar("user_content",10)
  BAL1 A -1
  stop
 pickup:
  TNT1 A 0 A_LogInt(user_content)
  TNT1 A 0 A_GiveInventory("Clip",user_content)
  stop
 }
}
and how do I get something equivalent to work?

EDIT: If I do this instead:

Code: Select all

  TNT1 A 0 A_LogInt(user_content)
  TNT1 A 0 A_GiveInventory("Clip",user_content)
then I get 24 on both. o_O
Last edited by Matt on Thu Aug 08, 2013 11:26 pm, edited 1 time in total.
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ChronoSeth
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Re: The "How do I..." Thread

Post by ChronoSeth »

I would imagine that it's checking the user_content variable on the player rather than the item. No idea why it would return 24903, though.
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Koto
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Re: The "How do I..." Thread

Post by Koto »

Hello, i'm actually modifying some items in a backup wad of Freedoom and the question is basically explained in the title. and it's possible to remove it or add to other items?

Here's an example
Image


the original blue keycard was changed to this silver one and i don't know how to change the light, i've searched everywhere but I could not fix it, please help
yqco
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Re: The "How do I..." Thread

Post by yqco »

The lighting effect is defined in the DOOMDEFS lump which is inside your your gzdoom's lights.pk3 or Zandornum's zandornum.pk3.
Spoiler: Code from DOOMDEFS
The only way I know of to change or remove existing DOOMDEF lighting effects is to redefine the actor (just inherit & replace) and then make a new [wiki]GLDEFS[/wiki] entry for it (if you want lighting effects for it).
Spoiler: Example of redefining BlueCard's lighting
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Koto
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Re: The "How do I..." Thread

Post by Koto »

yqco wrote:The lighting effect is defined in the DOOMDEFS lump which is inside your your gzdoom's lights.pk3 or Zandornum's zandornum.pk3.
Spoiler: Code from DOOMDEFS
The only way I know of to change or remove existing DOOMDEF lighting effects is to redefine the actor (just inherit & replace) and then make a new [wiki]GLDEFS[/wiki] entry for it (if you want lighting effects for it).
Spoiler: Example of redefining BlueCard's lighting
Thanks. i'm using Zandronum, but I can't access to zandronum.pk3 using Slade 3, SlumpEd and XWE.

The Zandronum version I'm working on is the latest.
Blue Shadow
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Re: The "How do I..." Thread

Post by Blue Shadow »

yqco wrote:The only way I know of to change or remove existing DOOMDEF lighting effects is to redefine the actor (just inherit & replace)
You also need to define a lock for the new/redefined key. And the way to do that is through [wiki]LOCKDEFS[/wiki].
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zrrion the insect
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Re: The "How do I..." Thread

Post by zrrion the insect »

How would I go about converting HSL to RGB in an acs script?
yqco
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Re: The "How do I..." Thread

Post by yqco »

Kotometal0041 wrote:Thanks. i'm using Zandronum, but I can't access to zandronum.pk3 using Slade 3, SlumpEd and XWE.
I am not able to open zandronum.pk3 with SLADE either. Instead, you can use an archive manager like 7-zip to open it.
Blue Shadow wrote:You also need to define a lock for the new/redefined key.
This hadn't even crossed my mind. Thank you.
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cortlong50
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Re: The "How do I..." Thread

Post by cortlong50 »

Kotometal0041 wrote:Hello, i'm actually modifying some items in a backup wad of Freedoom and the question is basically explained in the title. and it's possible to remove it or add to other items?

Here's an example
Image


the original blue keycard was changed to this silver one and i don't know how to change the light, i've searched everywhere but I could not fix it, please help
yeah dude, he nailed it with the lighting thing but what i would do is just make it retexture the sprite in the load order instead of making it replace the key itself. because then (as they said) youll have to define what lock the key works for...and that sounds like a pain.
try and get it to just retexture the key, create a GLDEFS text, find the keycard (super easy) change the frame lights to something that gives off a white light or something like that.
imtelling you the ghetto way i do it because its easy and works and doesnt take a lot of know how haha.
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Ghostbreed
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Re: The "How do I..." Thread

Post by Ghostbreed »

Is there a limit for how many frames a Thing, Weapon or anything could have?
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cocka
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Re: The "How do I..." Thread

Post by cocka »

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

Post by Andie »

Is there a way to transfer floor or ceiling brightness to 3d floor?
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cocka
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Re: The "How do I..." Thread

Post by cocka »

Does this work with 3D floors?

[wiki]Transfer_FloorLight[/wiki]
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Andie
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Re: The "How do I..." Thread

Post by Andie »

cocka wrote:Does this work with 3D floors?

[wiki]Transfer_FloorLight[/wiki]
That's the problem, I tried to point both 210/211 at dummy sector, which is a 3d floor, and it does nothing.
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cocka
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Re: The "How do I..." Thread

Post by cocka »

Here is an example wad:
transferlights.wad
(4.92 KiB) Downloaded 18 times
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