Cool, sounds easier than I thought it would beTheMightyHeracross wrote: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.
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
- AlphaEnt
- Posts: 110
- Joined: Fri Mar 13, 2009 9:45 am
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: Lost in Buenos Aires, Argentina I think...
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Re: The "How do I..." Thread
Hi...
A friend told me something about "playerisbot" but i can't figure it out how it works yet...
The idea is to create a pickup for weapons, so if the player is human, it get's a semi-auto weapon, else, if the player is a bot, it gets an automated version of the gun...
I'm pretty sure you guys have an idea of What i'm talking about... =D
A friend told me something about "playerisbot" but i can't figure it out how it works yet...
The idea is to create a pickup for weapons, so if the player is human, it get's a semi-auto weapon, else, if the player is a bot, it gets an automated version of the gun...
I'm pretty sure you guys have an idea of What i'm talking about... =D
Re: The "How do I..." Thread
Someone knows how to rotate indefinitely a polyobject? (Like a turbine/fan) I'm using this acs code for now, but it seems so "lagy" and sometimes even freezes the game:
Somebody know other form to do it?
Code: Select all
Script 254 ENTER
{
Polyobj_RotateLeft(1,8,360);
Polyobj_RotateLeft(2,8,360);
Polyobj_RotateLeft(3,8,360);
Polyobj_RotateLeft(4,8,360);
Delay(35*3);
Restart;
}Re: The "How do I..." Thread
[wiki]Polyobj_RotateLeft[/wiki]
[wiki]Polyobj_RotateRight[/wiki]
[wiki]Polyobj_OR_RotateLeft[/wiki]
[wiki]Polyobj_OR_RotateRight[/wiki]
[wiki]Polyobj_RotateRight[/wiki]
[wiki]Polyobj_OR_RotateLeft[/wiki]
[wiki]Polyobj_OR_RotateRight[/wiki]
If angle is 255, then the polyobject will rotate continuously and never stop.
Re: The "How do I..." Thread
So many thanks Gez.Gez wrote:[wiki]Polyobj_RotateLeft[/wiki]
[wiki]Polyobj_RotateRight[/wiki]
[wiki]Polyobj_OR_RotateLeft[/wiki]
[wiki]Polyobj_OR_RotateRight[/wiki]If angle is 255, then the polyobject will rotate continuously and never stop.
Re: The "How do I..." Thread
It won't even stop when you use [wiki]Polyobj_Stop[/wiki], will it?the polyobject will rotate continuously and never stop.
Re: The "How do I..." Thread
It should stop when told to. It shouldn't stop by itself.
Re: The "How do I..." Thread
You are right. It should, but it doesn't happen that way.It should stop when told to.
Let's see this code:
Code: Select all
script 1 OPEN
{
Polyobj_RotateRight(1, 8, 255);
Polyobj_OR_Move(1, 10, 0, 200);
polywait(1);
print(s: "STOP!");
Polyobj_Stop(1); // Does nothing. Why?
}
- Kappes Buur
-

- Posts: 4201
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Re: The "How do I..." Thread
Code: Select all
script 10 (void)
{
Polyobj_RotateRight(2, 48, 255);
Polyobj_RotateLeft (1, 24, 255);
delay (35*5); // let them rotate for 5 secs
Polyobj_Stop(1);
Polyobj_Stop(2);
}Without a Sound Number though, they will rotate soundlessly.
Last edited by Kappes Buur on Fri Mar 07, 2014 11:00 pm, edited 2 times in total.
Re: The "How do I..." Thread
By modifying the code, you'll get the following results:
Now, this is the interesting part:
How can you make a poly follow a path while it is rotating and then make it stop rotating when it reaches the end of the path?
Code: Select all
script 1 OPEN
{
Polyobj_Move(1, 10, 0, 200);
delay(70);
print(s: "STOP!");
Polyobj_Stop(1); // It works.
}
Code: Select all
script 1 OPEN
{
Polyobj_Move(1, 10, 0, 200);
Polyobj_OR_RotateRight(1, 8, 255);
delay(70);
print(s: "STOP!");
Polyobj_Stop(1); // It works but it only stops the rotating, not the moving.
}
Re: The "How do I..." Thread
1. I don't have to define anything in SNDINFO and SNDSEQ because as always I'm editing for Hexen.
2. In your example there are two different polyobjects and they have nothing to do with complex movements.
2. In your example there are two different polyobjects and they have nothing to do with complex movements.
Re: The "How do I..." Thread
How do I let a jumping monster land correctly?
First I tried with A_CheckFloor, but it does not work on top of another actor or on bridges.
So I tried A_JumpIf(velz==0) next, but it also happens in mid-air sometimes, when a monster reaches the highest spot of its jump, just before falling down again.
So I don't know what else I could try now.
Can someone help me?
First I tried with A_CheckFloor, but it does not work on top of another actor or on bridges.
So I tried A_JumpIf(velz==0) next, but it also happens in mid-air sometimes, when a monster reaches the highest spot of its jump, just before falling down again.
So I don't know what else I could try now.
Can someone help me?
Re: The "How do I..." Thread
Ok so I'm trying to make a custom HUD. I want to the circle around the armor icon to change color when I pick up the corresponding armor. Here's what I mean:
When I pick up the green armor I want the armor indicator to look like this:
Here's the actual .pk3 file of the HUD
When I pick up the green armor I want the armor indicator to look like this:
Spoiler:And when I pick up the blue armor I want it to look like this:
Spoiler:Here is the code that I have created:
Spoiler:I had tried tweaking the code, but it did not work.
Here's the actual .pk3 file of the HUD
Spoiler:Any help from you guys would be appreciated. Thanks for reading.
Re: The "How do I..." Thread
How do I fix this bug please ?
This is the Death state of my class :
This is the Death state of my class :
Spoiler:When the player using this class dies, a non-solid, standing still frame from his skin is spawned and just stay here. It should, when the player dies, just fire the death blasts graphics (CustomMissile DeathFX2), and not spawn a non-solid copy of its user :/
Re: The "How do I..." Thread
GZDoom Builder (and Doom Builder too) says all my hi-res textures are double defined.
I checked my WAD and found nothing. Could this be a TEXTURES lump issue ?
For example, here's one high-res texture I defined in the TEXTURES lump :
This is all I wrote about this texture, and I'm sure I didn't imported two of the same texture into my WAD.
I'm also sure I added it to Patch Names and to Texture.
How can I avoid this ?
I checked my WAD and found nothing. Could this be a TEXTURES lump issue ?
For example, here's one high-res texture I defined in the TEXTURES lump :
Code: Select all
Texture HDMECHA1, 256, 256
{
XScale 2
YScale 2
Patch HDMECHA1, 0, 0
}I'm also sure I added it to Patch Names and to Texture.
How can I avoid this ?