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Re: The "How do I..." Thread
Posted: Fri Jun 13, 2014 2:29 am
by Fallentemp
Is there a way to change the height required to fall in order to play the *land sound? i've got a custom player class with modified Jump Height "Not by much compared to the Default" but every time i jump "Not off an edge" it plays the *land sound, can get quite bothersome seeing as you only jump a few more inches compared to the default value. i'd really rather not have to take out the land sound to solve it.
Re: The "How do I..." Thread
Posted: Fri Jun 13, 2014 12:45 pm
by VGA
I got a pk3 format and an alarm.mp3 inside my sounds folder.
I want to play it with Playsound, I use this:
PlaySound (0, "alarm", CHAN_BODY, 1.0, FALSE, ATTN_NONE);
In my SNDINFO I have this:
alarm sounds\alarm.mp3
Doesn't work.
EDIT: Oh my fucking god it works with forward slashes ...
EDIT: Why wasn't there any warning in the console when playsound failed ?
Re: The "How do I..." Thread
Posted: Fri Jun 13, 2014 12:49 pm
by Caligari87
You may have to "alias" the sound first so ZDoom knows you mean "alarm.mp3" when you say "alarm". Look up the SNDDEF article on the wiki.
Disclaimer: Haven't modded in years, Wiki blocked for me at work. Guessing here.

Re: The "How do I..." Thread
Posted: Fri Jun 13, 2014 4:58 pm
by Nash
VGA wrote:EDIT: Oh my fucking god it works with forward slashes ...
Based on my experience, I think pretty much everything that uses slashes in ZDoom-editing-land, uses forward slashes. Probably with the exception of path names, which I think would accept both back and forward slashes.
The only instance where backslashes are enforced is when doing special things with text printing (namely,
escape sequences).
Note: I'm not sure how accurate this information is, but what I can tell you - I stick with using only forward slashes for pretty much everything except escape sequences. :P
Re: The "How do I..." Thread
Posted: Fri Jun 13, 2014 8:35 pm
by Ravick
How do I change the screen clolor effect of the invulnerability?
Re: The "How do I..." Thread
Posted: Fri Jun 13, 2014 9:32 pm
by Blue Shadow
Ravick wrote:How do I change the screen clolor effect of the invulnerability?
With [wiki=Powerup_properties]Powerup.Color or Powerup.Colormap[/wiki].
Re: The "How do I..." Thread
Posted: Sat Jun 14, 2014 8:14 am
by Slax
How are we on proper moving platforms these days? Still not possible?
Re: The "How do I..." Thread
Posted: Sat Jun 14, 2014 8:23 am
by edward850
Slax wrote:How are we on proper moving platforms these days? Still not possible?
Is the Doom engine still using a 2D BSP? Does a bear shit in the woods?

Re: The "How do I..." Thread
Posted: Sat Jun 14, 2014 8:57 am
by TheBadHustlex
Polyobjects should be useful for that.
But that's all I know, too. Never actually worked with those.
Re: The "How do I..." Thread
Posted: Sat Jun 14, 2014 9:04 am
by edward850
I'm not sure what gave you the idea that polyobjects (a group of lines) are moving platforms. Because they aren't. You cannot stand on them (and attempting to do so using the midtex trick stops them dead, before you ask).
Re: The "How do I..." Thread
Posted: Sat Jun 14, 2014 9:37 am
by TheBadHustlex
Ha, didn't even know what midtex is supposed to be.
Well, that kind of destroys my idea of a really moving train-level.
Re: The "How do I..." Thread
Posted: Sat Jun 14, 2014 9:50 am
by Gez
Re: The "How do I..." Thread
Posted: Sun Jun 15, 2014 12:47 am
by zrrion the insect
It there a way to change a weapon's tag?
Re: The "How do I..." Thread
Posted: Sun Jun 15, 2014 12:59 am
by Blue Shadow
You mean at run-time? I doubt it, since using [wiki]GetActorProperty[/wiki]/[wiki]SetActorProperty[/wiki] will access/change the player's, not the weapon's.
Re: The "How do I..." Thread
Posted: Sun Jun 15, 2014 2:26 am
by zrrion the insect
Darn. I have a weapon (tagged fists) that, when given a dagger, I'd like to change the tag to dagger, and I was hoping to avoid having to split it into two weapons.