The "How do I..." Thread

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

Post by Fallentemp »

Heh, appreciate it. i feel a little stupid now to have completely forgotten about 3D Floors.
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zrrion the insect
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Re: The "How do I..." Thread

Post by zrrion the insect »

The wiki wrote:FRIENDLY
This monster doesn't target the player.
Does this mean that any actor with this flag is automatically a monster? If not, what would setting this flag on a non-monster actually do?
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edward850
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Re: The "How do I..." Thread

Post by edward850 »

It will only target non-friendly monsters, but not automatically. It still need to be awoken by the player (or other means).
ForrestMarkX

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

Post by ForrestMarkX »

I been wanting to ask involving sprites, how would you make a sprite 16:9 compatible? As I've been trying to make 2 weapons a Marathon-like weapon and the Duke43 GL but sadly they are only for 4:3 so they get cut off
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Ravick
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Re: The "How do I..." Thread

Post by Ravick »

zrrion the insect wrote:
The wiki wrote:FRIENDLY
This monster doesn't target the player.
Does this mean that any actor with this flag is automatically a monster? If not, what would setting this flag on a non-monster actually do?
You can use this flag with any actor, not necessarily with monsters. Any actor with this flag will get a visible [edit]HOSTILE MONSTER[/edit] as target when it calls an A_Look, for example.
Last edited by Ravick on Sat Jun 21, 2014 4:48 pm, edited 1 time in total.
Gez
 
 
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Re: The "How do I..." Thread

Post by Gez »

zrrion the insect wrote:
The wiki wrote:FRIENDLY
This monster doesn't target the player.
Does this mean that any actor with this flag is automatically a monster? If not, what would setting this flag on a non-monster actually do?
No, the flag only makes something friendly. It's just that it's not really useful to put it on something that isn't a monster: a friendly medikit will not behave in any way differently from a normal medikit.
Toberone
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Re: The "How do I..." Thread

Post by Toberone »

Does A_ChangeFlag remove flags as well?

I kinda wanted to utilize the wound state to give bosses +Missileevenmore at half-health, but I don't want them to have both +Missile and +Missileeven
Blue Shadow
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Re: The "How do I..." Thread

Post by Blue Shadow »

Yes. For example, if you do this: A_ChangeFlag("<flag_name>", TRUE), you set the flag. And if you do this: A_ChangeFlag("<flag_name>", FALSE), you clear/remove the flag.
Toberone
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Re: The "How do I..." Thread

Post by Toberone »

Oh ok, I didn't know it was a true or false sort of thing

All the wiki says is that it's a "value" so I got confused http://zdoom.org/wiki/A_ChangeFlag
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NeuralStunner
 
 
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Re: The "How do I..." Thread

Post by NeuralStunner »

Gez wrote:a friendly medikit will not behave in any way differently from a normal medikit.
No, but it will feel friendlier. It's all in the feel, man.
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edward850
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Re: The "How do I..." Thread

Post by edward850 »

Toberone wrote:All the wiki says is that it's a "value" so I got confused http://zdoom.org/wiki/A_ChangeFlag
It clearly says "bool value". What is a boolean if not a true or false value? :wink:
Toberone
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Re: The "How do I..." Thread

Post by Toberone »

Well, I guess I learned something new today.
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zrrion the insect
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Re: The "How do I..." Thread

Post by zrrion the insect »

NeuralStunner wrote:
Gez wrote:a friendly medikit will not behave in any way differently from a normal medikit.
No, but it will feel friendlier. It's all in the feel, man.
This is both humorous and informative, thanks for the info.
Davregis
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Re: The "How do I..." Thread

Post by Davregis »

Hey, I'm trying to get a ReFire state going for a CustomInventory item to check if the player's holding down the itemuse button.
Unfortunately, GetPlayerInput doesn't have an ItemUse button.

Can I force-map BT_User1 to the itemuse key across players, or am I stuck here?

Thanks!
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edward850
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Re: The "How do I..." Thread

Post by edward850 »

You're stuck, because "itemuse" (invuse) isn't player input to start with. Inventory usage (and weapon selection by extension) processes the name of the inventory you want to use. This is regardless if it's actually the "selected" inventory or not (see the use ccmd).
The invuse key is nothing more then a console command that processes whatever happens to be selected at the time.
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