Now zdoom crashes every time I fire the weapon.TheDarkArchon wrote:You forgot the "+" by the sounds of it.
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.
Re: The "How do I..." Thread
- TheDarkArchon
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Re: The "How do I..." Thread
Post the code. It'll be difficult to determine what could be causing the crash without it.
Re: The "How do I..." Thread
I decided to redo the weapon entirely and now it works, but thanks anyway.
Re: The "How do I..." Thread
In WADs with custom monsters that doesn't replace the stock, can I make them use the stock monsters stats?
Say there's this UberPinkyDemon and I'd like him to use the original Demon's stat, should I just write "UberPinkyDemon : Demon replaces Demon" then?
Say there's this UberPinkyDemon and I'd like him to use the original Demon's stat, should I just write "UberPinkyDemon : Demon replaces Demon" then?
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Re: The "How do I..." Thread
If you want it to replace the original pinky, then yes. However, if you only want access to its states, properties, etc. but not replace the original monster, then you should omit the "replaces Demon" part.
Re: The "How do I..." Thread
No, I meant the opposite. I want the Uberdemon to use the Demons stats and stuff.
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Re: The "How do I..." Thread
Your example above will make a new actor that is an exact replica of the original Doom Demon and will replace it in-game. The following line will do just that but won't replace the original monster (you either have to spawn this new monster somehow or place it in the map through a map editor):
This following will make a "new" demon that have as much health as a mancubus while retaining the original demon's stats and everything else:
If you want more info about how to use inheritance, see here: http://zdoom.org/wiki/Using_inheritance
Code: Select all
UberPinkyDemon : Demon 11001 {}
Code: Select all
UberPinkyDemon : Demon 11001
{
Health 600
}
Re: The "How do I..." Thread
Thanks Blue, I think I got it 

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Re: The "How do I..." Thread
No problem.LostSkull wrote:Thanks Blue, I think I got it
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Not sure if this is going to help you or not, but two years ago, I modified the Infernal Spider to have some sort of a jump ability. Here:Henderick wrote:Does anyone have an idea, please?Henderick wrote: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?
Re: The "How do I..." Thread
How do I give a custom damage type to a hitscan enemie?
(I kinda forgot
)
(I kinda forgot

- TheMightyHeracross
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Re: The "How do I..." Thread
Put it on their bullet puff, not the monster.
Re: The "How do I..." Thread
Thanks! 
[edit]
Is there an ACS way to remove actors by their type instead of their TID?

[edit]
Is there an ACS way to remove actors by their type instead of their TID?
- WARCHILD_89
- Posts: 452
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- Location: MIA between doomed dimensions
Re: The "How do I..." Thread
Hey guys,
I want to have an actor that is spawned by "A_FireCustomMissile", but it should be invisible, make no sound and no damage? The only thing it does is to wake up the monster tha´s being hit by it..... any Suggestions?
I want to have an actor that is spawned by "A_FireCustomMissile", but it should be invisible, make no sound and no damage? The only thing it does is to wake up the monster tha´s being hit by it..... any Suggestions?
- TheMightyHeracross
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Re: The "How do I..." Thread
If you want an invisible actor, make the sprites TNT1. To omit sound, just leave out the SeeSound/DeathSound/etc. and do the same for Damage to prevent damage.
EDIT: I think you'd be better off doing this with with hitscan, an invisible puff with +PUFFONACTORS to replace Blood and +PAINLESS to prevent pain.
Example:
EDIT: I think you'd be better off doing this with with hitscan, an invisible puff with +PUFFONACTORS to replace Blood and +PAINLESS to prevent pain.
Example:
Code: Select all
ACTOR AlertPuff : BulletPuff
{
+PUFFONACTORS
+PAINLESS
States
{
Spawn:
TNT1 A 1
Stop
}
}
- WARCHILD_89
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Re: The "How do I..." Thread
Thanks for help it was a first step but I finally found another way to make the zombiekiller´s flashlight act like I want it to. Monsters can be alerted by being illuminated. 
