Maybe just tag it as something more generic, like Melee, or Close Combat? It'd be better than splitting the weapon just to have a different tag IMO.zrrion the insect wrote: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.
The "How do I..." Thread
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Re: The "How do I..." Thread
Re: The "How do I..." Thread
How do I change the texture of a single linedef ? I have a switch texture on a 3D floor, and when you activate the front linedef where the 3D floor is supposed to be, it activates a script that lowers a floor (basic trap to let monsters teleport in the room) but since it won't change the switch texture by itself, I need to do it in the script.
Unfortunately, SetLineTexture does not change the texture for a single linedef, but for all. Is there a way for a single line ?
Unfortunately, SetLineTexture does not change the texture for a single linedef, but for all. Is there a way for a single line ?
Re: The "How do I..." Thread
No, you're wrong. You've mixed up setlinetexture with the [wiki]ReplaceTextures[/wiki] function.
[wiki]Thing_Spawn[/wiki] or [wiki]SpawnSpot[/wiki] do the job for you. There is no need to create rooms containing bunch of monsters awaiting you.
Yes, there is. You can set lineid for just one single line as well.Is there a way for a single line ?
If you use at least hexen format why do you need to put the monsters to be teleported behind a wall(s) and wait for that wall(s) to lower?it activates a script that lowers a floor (basic trap to let monsters teleport in the room)
[wiki]Thing_Spawn[/wiki] or [wiki]SpawnSpot[/wiki] do the job for you. There is no need to create rooms containing bunch of monsters awaiting you.
- xenoxols
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Re: The "How do I..." Thread
Is there a way to force ALL enemy projectile to not have vertical autoaim without redefining everyone?
EDIT: Actually, is there even a way to do it with replacing enemy projectiles?
EDIT: Actually, is there even a way to do it with replacing enemy projectiles?
Re: The "How do I..." Thread
Oh, my bad. Thank you !cocka wrote:No, you're wrong. You've mixed up setlinetexture with the [wiki]ReplaceTextures[/wiki] function.
Because :If you use at least hexen format why do you need to put the monsters to be teleported behind a wall(s) and wait for that wall(s) to lower?
[wiki]Thing_Spawn[/wiki] or [wiki]SpawnSpot[/wiki] do the job for you. There is no need to create rooms containing bunch of monsters awaiting you.
- I'm familiar with this method, and I find it less messy.
- Monster count is affected by these actions, if I remember correctly.
I'm using UDMF, but as I'm making a "regular" doom map (= survival), there is no need to use advanced features.

Another question : I have a hexagon sector which activates a script when you enter it, whatever line you crossed. But I want this action to be not repetitive. (= after the script is executed once, nothing happens anymore if you cross another line of the sector)
Ah, I guess it's time to mess around with advanced stuff, as I totally ignore how to do it...

- Caligari87
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Re: The "How do I..." Thread
You'll need to add some sort of global variable like "AlreadyRun" and have the script check that first. If the variable is false, run the script and set the variable to true, else kill the script. Should be fairly straightforward.


Re: The "How do I..." Thread
Now, let's see what is messier.I find it less messy.
This one was built in vanilla doom format:
https://drive.google.com/file/d/0B97Can ... sp=sharing
But this one is built in udmf format:
https://drive.google.com/file/d/0B97Can ... sp=sharing
I think the first one is much more messier than the second one.
Why do people use UDMF for just a regular doom map?!I'm using UDMF, but as I'm making a "regular" doom map (= survival), there is no need to use advanced features.

The solution is already in the Hexen Deathkings of the Dark Citadel's first map. MAP41But I want this action to be not repetitive.
You need just a map variable and an if condition:
Code: Select all
bool crossed = false;
script 1 (void)
{
if(!crossed)
{
crossed = true;
// do something here;
}
}
Last edited by cocka on Mon Jun 16, 2014 11:18 am, edited 1 time in total.
Re: The "How do I..." Thread
But in this case the script would always test whether the variable is true or false when you cross a line. Therefore you can also remove the action special from the line.
All you have to do is to EXPLOIT the features of UDMF. How? Just set lineids for all those lines with the script above and write an additional line into your script.
After
you can use this:
All you have to do is to EXPLOIT the features of UDMF. How? Just set lineids for all those lines with the script above and write an additional line into your script.
After
Code: Select all
// do something here;
Code: Select all
setlinespecial(yourlineid, 0);
Re: The "How do I..." Thread
How do I limit the mx number of a certain type/specie of actor in the map, like the vanilla's Lost Soul limit of 20 per map?
Re: The "How do I..." Thread
There isn't a lost soul limit of 20 per map. Make a vanilla Doom map with 600 lost souls in it, they'll all be there.
What there is a limit to is to lost soul spawning by pain elemental, if there are already more than 20 lost souls in the map. So a pain elemental may spawn a 21st lost soul, and then nothing else until some of the lost souls are killed.
So it's important to keep that in mind: there's no limit to how many monsters there can be, there's just a limit built-in a spawn function. If you want to do the same thing, use ACS and Thing_Count.
What there is a limit to is to lost soul spawning by pain elemental, if there are already more than 20 lost souls in the map. So a pain elemental may spawn a 21st lost soul, and then nothing else until some of the lost souls are killed.
So it's important to keep that in mind: there's no limit to how many monsters there can be, there's just a limit built-in a spawn function. If you want to do the same thing, use ACS and Thing_Count.
Re: The "How do I..." Thread
I'll do that then. Thanks. 
___
How do I change the stock maps lights, like in Lasting Light mod?

___
How do I change the stock maps lights, like in Lasting Light mod?
Re: The "How do I..." Thread
Brutal doom has floor decals for blood splatter. How is that accomplished?
- phantombeta
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Re: The "How do I..." Thread
It's made using actors with models and voxels assigned to the sprites.
Re: The "How do I..." Thread
I have to disagree.cocka wrote:Now, let's see what is messier.
This one was built in vanilla doom format:
https://drive.google.com/file/d/0B97Can ... sp=sharing
But this one is built in udmf format:
https://drive.google.com/file/d/0B97Can ... sp=sharing
I think the first one is much more messier than the second one.

As I said, I'm familiar with regular mapping. I prefer to see where I'm going directly on the screen, rather than take a look at scripts I'm not familiar with. Moreover, what about skills/cooperative settings ? I really don't know if it possible, but if so, are you sure it would be less messy, or at least less difficult ?
Besides, my second argument is still relevant. (=> monster count doesn't show correctly)
I have to say I'm surprised by your reaction. I thought other formats were obsolete...cocka wrote:Why do people use UDMF for just a regular doom map?!Moreover, you don't need the advanced features, then why is it important to use UDMF?!
Spoiler:So yeah, I'm using GZDB which is the best editor in my opinion, or at least for my use. Furthermore, UDMF offers much more possibilities and have much more features that can be useful, even for a regular doom map.

(my bad if by "regular" you understood "vanilla")
Oh, I have never tried Hexen.cocka wrote:The solution is already in the Hexen Deathkings of the Dark Citadel's first map. MAP41
You need just a map variable and an if condition:
But thank you very much for your help, it works !!!

Re: The "How do I..." Thread
I can understand flat plane models textured with blood, but why voxels for flat objects?phantombeta wrote:It's made using actors with models and voxels assigned to the sprites.