The "How do I..." Thread

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

Post by jdredalert »

I was wondering if there is a way to make a door or switch to activate with a specific shot or puff only... for example, the door can only be opened by a punch. Is that possible?
Blue Shadow
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Re: The "How do I..." Thread

Post by Blue Shadow »

[wiki=CheckWeapon]You can do it by weapon[/wiki]...
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inferion_
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Re: The "How do I..." Thread

Post by inferion_ »

Does anyone know how I can make the player's movement "sharper"? Sharper as in, the second I release the movement button the player stops, no smooth sliding. Exactly what this mod has.

Thanks :)
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TheMightyHeracross
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Re: The "How do I..." Thread

Post by TheMightyHeracross »

Nash made a resource like this: http://www.mediafire.com/?z8a2vx3tj6j9j29
(Reupload by wolfman)
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jdredalert
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Re: The "How do I..." Thread

Post by jdredalert »

Blue Shadow wrote:[wiki=CheckWeapon]You can do it by weapon[/wiki]...


Thank you very much, Blue Shadow. Although i'm kinda noob in ACS, i got the usage of the code. Thanks again.
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cortlong50
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Re: The "How do I..." Thread

Post by cortlong50 »

i think everyone should give themightyheracross a big round of applause.

every time i pop on here to see if theres anything i can help with (or more realistically every time i completely mess something up on my mod) he has already answered the question before i get to, or he helps me out.


round of applause sir. round of applause.
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LostSkull
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Re: The "How do I..." Thread

Post by LostSkull »

Hear hear!
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AlphaEnt
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Re: The "How do I..." Thread

Post by AlphaEnt »

How do I to make a projectile (such as a grenade or a pipebomb) gets chased by the monsters? I mean, instead of the monsters walks straight to me, walks straight to the projectile so, after certain seconds, it explodes destroying certain amounts of monsters...
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TheMightyHeracross
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Re: The "How do I..." Thread

Post by TheMightyHeracross »

Add this line: A_AlertMonsters(0, AMF_TARGETEMITTER)
The 0 means unlimited distance, put a custom distance there if you want.
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AlphaEnt
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Re: The "How do I..." Thread

Post by AlphaEnt »

TheMightyHeracross wrote:Add this line: A_AlertMonsters(0, AMF_TARGETEMITTER)
The 0 means unlimited distance, put a custom distance there if you want.
alright thanks... Just curious, but does this also work on multiplayer sourceports, like zandronum?
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TheMightyHeracross
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Re: The "How do I..." Thread

Post by TheMightyHeracross »

Sadly, Zandronum is not up to date at all. The flags were added in a recent development version, as you can see on the wiki.
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AlphaEnt
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Re: The "How do I..." Thread

Post by AlphaEnt »

TheMightyHeracross wrote:Sadly, Zandronum is not up to date at all. The flags were added in a recent development version, as you can see on the wiki.
alright, thanks for your answer, i'll try it out later...
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LostSkull
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Re: The "How do I..." Thread

Post by LostSkull »

This might sound weird but I'd like to make a rocket launcher that shoots Lost Souls. And they should be homing ones too. Also, if there's no target for them they shall expload when hitting an obstacle.
Can I seriously do this?
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TheMightyHeracross
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Re: The "How do I..." Thread

Post by TheMightyHeracross »

You could just make a normal projectile using lost souls' sprites. Homing missile have special behavior, though, see [wiki]A_SeekerMissile[/wiki].
You also need the +SEEKERMISSILE flag on the projectile.
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cortlong50
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Re: The "How do I..." Thread

Post by cortlong50 »

TheMightyHeracross wrote:Add this line: A_AlertMonsters(0, AMF_TARGETEMITTER)
The 0 means unlimited distance, put a custom distance there if you want.

....im putting this on my grenades.
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