The "How do I..." Thread

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amv2k9
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Re: The "How do I..." Thread

Post by amv2k9 »

fellowzdoomer wrote:Does this mean I have to make a TurnBack state that goes to See? Or is See a general See for everything?
What, exactly, are you trying to do? Do you need a modified See state for some reason?
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Athel
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Re: The "How do I..." Thread

Post by Athel »

This enemy will be in the same map as the DMapEdit ACS one I posted a few days ago. There will be a brief moment of cutscene between you and the ArchvileBoss.

The ArchvileBoss will have it's usual Archvileness (telepathic flame, rise from the dead, etc.), as well as shoot a volley of Mancubus Fireballs. At random points, he (I'm trying to make him.) turns into a random enemy (via teleporting, but you can shoot him out of it.) He can change into a Revenant, a Marine that shoots plasma, or even a chaingunner, but not "entirely" morph. (Archie keeps his height, width and health.)
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Carbine Dioxide
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Re: The "How do I..." Thread

Post by Carbine Dioxide »

Say I wanted to replace the cyber demon with another monster only in map 32. how would I do this without making a new map?
Blue Shadow
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Re: The "How do I..." Thread

Post by Blue Shadow »

You should be able to find an answer to your question in this demo file:
special_spawn.pk3
(1.97 KiB) Downloaded 28 times
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Carbine Dioxide
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Re: The "How do I..." Thread

Post by Carbine Dioxide »

I sorta forgot how to skip to maps using commands to test this. This is embarrassing. :oops:
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Athel
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Re: The "How do I..." Thread

Post by Athel »

Pbbbt! Rofl.

Code: Select all

Map [map lump name e.g. MAP32]
I sorta forgot the [/code] command. This is embarrassing. :oops:
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Carbine Dioxide
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Re: The "How do I..." Thread

Post by Carbine Dioxide »

Thanks. And thank you Blue Shadow for showing me that it was a lot easier than I thought it was. :)
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Combine_Kegan
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Re: The "How do I..." Thread

Post by Combine_Kegan »

Alright I have given up. I cannot make a very good blood splatter system, the sprays aren't nearly as random as I'd want it, and the other problem is when I strike enemies with the sword I just get the normal blood sprite rather than the more dramatic effect as seen in the link below, the hatchet uses a_spawnitemex ("newbloodsplatter") to add to it when I was using the old blood system from BURL_TUMD, I'm currently trying to break away from that and implement a new blood system.

I'm not having much luck with this


EDIT:

Okay so I took a look on the wiki and it looks like adding +bloodsplatter to projectiles actually makes them spawn a unique blood actor separate from standard blood. Which is a pain in the ass. So I've opted for just making my sword attacks (which are projectiles) spawn the new bloodsplatter on their Xdeath

Code: Select all

actor NewBloodSplatter : blood replaces Blood
{
	states
	{
	Spawn:
		TNT1 AAAAA 0 a_spawnitemex ("leftbloodspray", 0, 0, random (-10, 5), random (-4, -7), -10, random (4, 8))
		TNT1 AAA 0 a_spawnitemex ("leftbloodspray", 0, 0, random (-10, 5), random (-6, -9), -10, random (4, 8))
		TNT1 AAAAAA 0 a_spawnitemex ("rightbloodspray", 0, 0, random (-10, 5), random (3, 6), 10, random (4, 8))
		TNT1 AAAAAAAAA 0 a_spawnitemex ("rightbloodspray", 0, 0, random (-10, 5), random (5, 9), 10, random (4, 8))
		stop
	}
}
 
actor leftbloodspray 
{
	radius 1
	height 1
	speed 2
	scale 1
	gravity 1
	VSpeed 0
	PROJECTILE
	+bounceonwalls
	-NOGRAVITY
	-NOCLIP
	states
	{
	Spawn:
		LBLD ABC 4
		LBLD DEFG 4
	fallingloop:	
		LBLD I 1
		loop
	death:
		TNT1 A 0 A_PlaySound("BloodSplat",CHAN_AUTO)		
		LBLD JKL 2
		stop
	}
}

actor rightbloodspray : leftbloodspray 
{
	states
	{
	spawn:
		RBLD ABC 4
		RBLD DEFG 4
	fallingloop:	
		RBLD I 1
		loop
	death:
		TNT1 A 0 A_PlaySound("BloodSplat",CHAN_AUTO)		
		RBLD JKL 2
		stop
	}
}
		

actor bigbloodsplatter
{
	+NOGRAVITY
	+NOINTERACTION
	states
	{
	spawn:
		BBLD ABCDEFGHIJ 3
		stop
	}
}
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WARCHILD_89
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Re: The "How do I..." Thread

Post by WARCHILD_89 »

Thing_Activate(tid) in Acs does not seem to wrk with dynamic lights, why?


What I try to do:


Sector has sector light.

Light gets off and pulsing red dynamic lights are turning on. I tried with "dormant" flag and then activated the dynamic lights via ACS but they do not seem to be activated at all....
Blue Shadow
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Re: The "How do I..." Thread

Post by Blue Shadow »

Combine_Kegan wrote:Okay so I took a look on the wiki and it looks like adding +bloodsplatter to projectiles actually makes them spawn a unique blood actor separate from standard blood. Which is a pain in the ass.
Redefine the [wiki=Classes:BloodSplatter]BloodSplatter[/wiki] class with your own, if that's the issue. There is also the [wiki=Actor_properties#BloodType]BloodType[/wiki] actor property.


Edit:
WARCHILD_89 wrote:Thing_Activate(tid) in Acs does not seem to wrk with dynamic lights, why?
Works for me... are you sure you're referencing the correct tid for the dynamic light thing? Also, what does the ACS script responsible for toggling the dynamic light look like?
loismustdie555
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Re: The "How do I..." Thread

Post by loismustdie555 »

I feel really stupid. I can't seem to find what I'm looking for. And plus I just woke up and just made an account. Please don't flame me. I don't know where to post this. And didn't wanna make a thread.

I'm a noob. Never modded doom in my life. I love brutal doom. But I can't stand the default weapons and all the mods with custom weapons aren't the perfect combo for me.

My question is:

Ho do I take weapons from multiple Brutal Doom mod .pk3's and put them into my own custom one?
For personal use. Unless I can get permissions from the original makers.

I need an extremely noob friendly guide. Please.
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Pandut
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Re: The "How do I..." Thread

Post by Pandut »

loismustdie555 wrote:I feel really stupid. I can't seem to find what I'm looking for. And plus I just woke up and just made an account. Please don't flame me. I don't know where to post this. And didn't wanna make a thread.

I'm a noob. Never modded doom in my life. I love brutal doom. But I can't stand the default weapons and all the mods with custom weapons aren't the perfect combo for me.

My question is:

Ho do I take weapons from multiple Brutal Doom mod .pk3's and put them into my own custom one?
For personal use. Unless I can get permissions from the original makers.

I need an extremely noob friendly guide. Please.
I'm a noob as well though you'd need to take the sprites, graphics decorate files and sounds, SNDINFO and basically everything related to the weapons and plop them into your own .pk3. Slade is really the best tool to use for creating your own wads/pk3s. This tutorial is pretty helpful for basic stuff. I also highly recommend using another mod/pk3 as a reference (I use Brutal Doom and Guncaster as references for decorate files and positioning sprites). Since you want to import Brutal Doom's weapons into a wad of your own, you'd need to likely modify the decorates so they don't muck around with anything. There's likely more but like I said, I'm pretty new to Doom modding as well so that's a bit out of my experience.

On that subject, how does one replace default weapon/item pickups on the map? MAPINFO?
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Frustration
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Re: The "How do I..." Thread

Post by Frustration »

Is there a way to increase custom weapon sounds Volume or are they fixed to a certain value? the sound file is fairly loud as it should be.. but in the game its much MUCH quieter.
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TheBadHustlex
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Re: The "How do I..." Thread

Post by TheBadHustlex »

Use:
$volume soundname <value>
in your SNDINFO. 1.0 is the default value.

Now to my problem:
My enemies have specific death-animations if you kill them with a shotgun. Now, the enemy enters the Death.Shotty-state properly, but then, the DEAD-state that displays the enemy lying dead on the floor doesn't work. I have this with several enemies, but I can't find out what's the problem. The SpawnTheSpawn-State works fine with the regular Death-Sequence.

Code: Select all

  
Death:
	BRON EFGHI 2 A_CustomMissile ("MuchBlood2", random(20,40), 0, random (0, 360), 2, random (0, 180))
DEAD:
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_Jump(160,"SpawnTheSpawn")
	BRON I -1
        Stop
	
Death.Shotty:
	TNT1 A 0 A_JumpIfCloser(150,"ShottyClose")
	TNT1 AAAAA 0 A_CustomMissile ("SuperGoreSpawner", 20, 0, random (0, 360), 2, random (0, 180))
	TNT1 A 0 A_CustomMissile ("Smalleye", 20, 0, random (0, 360), 2, random (0, 180))
	TNT1 AA 0 A_CustomMissile ("Ripguts", 20, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAAA 0 A_CustomMissile ("MuchBlood2", 20, 0, random (0, 360), 2, random (0, 180))
    goto DEAD
loismustdie555
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Re: The "How do I..." Thread

Post by loismustdie555 »

Pandut wrote:
loismustdie555 wrote:I feel really stupid. I can't seem to find what I'm looking for. And plus I just woke up and just made an account. Please don't flame me. I don't know where to post this. And didn't wanna make a thread.

I'm a noob. Never modded doom in my life. I love brutal doom. But I can't stand the default weapons and all the mods with custom weapons aren't the perfect combo for me.

My question is:

Ho do I take weapons from multiple Brutal Doom mod .pk3's and put them into my own custom one?
For personal use. Unless I can get permissions from the original makers.

I need an extremely noob friendly guide. Please.
I'm a noob as well though you'd need to take the sprites, graphics decorate files and sounds, SNDINFO and basically everything related to the weapons and plop them into your own .pk3. Slade is really the best tool to use for creating your own wads/pk3s. This tutorial is pretty helpful for basic stuff. I also highly recommend using another mod/pk3 as a reference (I use Brutal Doom and Guncaster as references for decorate files and positioning sprites). Since you want to import Brutal Doom's weapons into a wad of your own, you'd need to likely modify the decorates so they don't muck around with anything. There's likely more but like I said, I'm pretty new to Doom modding as well so that's a bit out of my experience.

On that subject, how does one replace default weapon/item pickups on the map? MAPINFO?
Well I basically want to take individual weapons from 2 wads/pk3s and have them replace the weapons in Brutal Doom. But. In such a way that it would potentially work with V20 (when it comes out) with little to no modification.

Would you or anyone else be willing to help? If I do end up publishing the mod, obviously anyone who helped would get pretty much all the credit.

Or would I have to do it on my own?
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