The "How do I..." Thread

Archive of the old editing forum
Forum rules
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.
User avatar
SamVision
Posts: 2425
Joined: Tue Apr 13, 2010 4:47 pm
Location: Behind You

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

Post by SamVision »

TheDarkArchon wrote:You forgot the "+" by the sounds of it.
Now zdoom crashes every time I fire the weapon.
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

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

Post by TheDarkArchon »

Post the code. It'll be difficult to determine what could be causing the crash without it.
User avatar
SamVision
Posts: 2425
Joined: Tue Apr 13, 2010 4:47 pm
Location: Behind You

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

Post by SamVision »

I decided to redo the weapon entirely and now it works, but thanks anyway.
User avatar
LostSkull
Posts: 797
Joined: Thu Sep 26, 2013 1:58 pm

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

Post by LostSkull »

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?
Blue Shadow
Posts: 5043
Joined: Sun Nov 14, 2010 12:59 am

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

Post by Blue Shadow »

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.
User avatar
LostSkull
Posts: 797
Joined: Thu Sep 26, 2013 1:58 pm

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

Post by LostSkull »

No, I meant the opposite. I want the Uberdemon to use the Demons stats and stuff.
Blue Shadow
Posts: 5043
Joined: Sun Nov 14, 2010 12:59 am

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

Post by Blue Shadow »

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):

Code: Select all

UberPinkyDemon : Demon 11001 {}
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:

Code: Select all

UberPinkyDemon : Demon 11001
{
  Health 600
}
If you want more info about how to use inheritance, see here: http://zdoom.org/wiki/Using_inheritance
User avatar
LostSkull
Posts: 797
Joined: Thu Sep 26, 2013 1:58 pm

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

Post by LostSkull »

Thanks Blue, I think I got it :)
Blue Shadow
Posts: 5043
Joined: Sun Nov 14, 2010 12:59 am

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

Post by Blue Shadow »

LostSkull wrote:Thanks Blue, I think I got it :)
No problem.

------------------------------------
Henderick wrote:
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?
Does anyone have an idea, please? :shrug:
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:
User avatar
Ravick
Posts: 2047
Joined: Sun Aug 22, 2010 10:59 pm
Location: Tubarão, Brasil
Contact:

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

Post by Ravick »

How do I give a custom damage type to a hitscan enemie?

(I kinda forgot :oops: )
User avatar
TheMightyHeracross
Posts: 2100
Joined: Sun Aug 18, 2013 9:41 am
Location: Philadelphia, PA

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

Post by TheMightyHeracross »

Put it on their bullet puff, not the monster.
User avatar
Ravick
Posts: 2047
Joined: Sun Aug 22, 2010 10:59 pm
Location: Tubarão, Brasil
Contact:

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

Post by Ravick »

Thanks! :D

[edit]

Is there an ACS way to remove actors by their type instead of their TID?
User avatar
WARCHILD_89
Posts: 452
Joined: Sun Nov 17, 2013 12:27 pm
Graphics Processor: nVidia with Vulkan support
Location: MIA between doomed dimensions

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

Post by WARCHILD_89 »

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?
User avatar
TheMightyHeracross
Posts: 2100
Joined: Sun Aug 18, 2013 9:41 am
Location: Philadelphia, PA

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

Post by TheMightyHeracross »

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:

Code: Select all

ACTOR AlertPuff : BulletPuff
{
+PUFFONACTORS
+PAINLESS
  States
  {
  Spawn:
  TNT1 A 1
  Stop
  }
}
User avatar
WARCHILD_89
Posts: 452
Joined: Sun Nov 17, 2013 12:27 pm
Graphics Processor: nVidia with Vulkan support
Location: MIA between doomed dimensions

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

Post by WARCHILD_89 »

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. :wub:
Locked

Return to “Editing (Archive)”