Not unless there's a sort of inverse to [wiki]SetActivatorToTarget[/wiki]...Ceeb wrote:In my deathmatch map, there's traps you can activate (turrets and such) and I need to be sure that the player who runs the script gets credit for the kills. Can I even do this?
The "How do I..." Thread
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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.
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.
- NeuralStunner
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Re: The "How do I..." Thread
Re: The "How do I..." Thread
Crapola.
Think that would be worth suggesting?

- NeuralStunner
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Re: The "How do I..." Thread
You could try using [wiki]Thing_Hate[/wiki] to set the projectiles to "target" the activating Player.
Re: The "How do I..." Thread
That sounds just hacky enough to work! 
I gotta get some friends to test this with me now...

I gotta get some friends to test this with me now...
- NeuralStunner
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Re: The "How do I..." Thread
Co-op bots are great for that.Ceeb wrote:I gotta get some friends to test this with me now...

Re: The "How do I..." Thread
I'm trying to disable a chainsaw's gravity so it looks like it's being suspended from a chain, but even with setactorproperty(13,APROP_Gravity,0); in an open script, the chainsaw falls to the floor. (Yes, the chainsaw is tagged 13.)
Edit:
Weird.
I had to spawn it first with spawnspot and then set no gravity on it... Doesn't work from the start.
Edit:
Weird.

Re: The "How do I..." Thread
Here's something I never got an answer to, which I need one for. This is a problem I'd like to nip in the bud before Resource gets more complex.Ceeb wrote:So now, I'm implementing my upgraded Doom weapons in Resource. The way I intend for this to work is that when you get an upgraded version, it takes away the original, and any originals you come across simply provide some ammo, without the player collecting that weapon. The dilemma? How do I make the weapon check if the player has an upgraded version of it, and change to an ammo-only version? I'm hoping to do this without ACS, but I can if necessary...
Re: The "How do I..." Thread
Create a discrete pickup actor that inherits from CustomInventory. Then do A_JumpIfInventory checks in the Pickup sequence to decide what to give.
- juizzysquirt
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Re: The "How do I..." Thread
Ugh, I'm somewhat at loss when it comes to using inheritance in decorate.
Say, can I replace bunch of different original actors using the same new actor, or do I have to replace each actors individually by inheriting from it? I'd like the code to be as clean as possible.
Say, can I replace bunch of different original actors using the same new actor, or do I have to replace each actors individually by inheriting from it? I'd like the code to be as clean as possible.
Re: The "How do I..." Thread
I think it would be best to do something like this.
etc etc
Code: Select all
ACTOR MyAwesomeActor { stuff here LOL }
ACTOR MyAwesomeActor2 : MyAwesomeActor Replaces DoomImp
ACTOR MyAwesomeActor3 : MyAwesomeActor Replaces Demon
- juizzysquirt
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Re: The "How do I..." Thread
Yup, that's how I did it. Still not sure if models work correctly when assigned just to the actor inherited from...? I guess I'll try.Ceeb wrote:I think it would be best to do something like this.
etc etcCode: Select all
ACTOR MyAwesomeActor { stuff here LOL } ACTOR MyAwesomeActor2 : MyAwesomeActor Replaces DoomImp ACTOR MyAwesomeActor3 : MyAwesomeActor Replaces Demon
Thanks anyway.

- NeuralStunner
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Re: The "How do I..." Thread
Don't see why not - They're attached to sprites, not Actors, IIRC.b00mstick wrote:Still not sure if models work correctly when assigned just to the actor inherited from...?
Hubs and ACS math
At the moment I'm creating a hub based wad that utilizes Doom 3 and Quake 4 style 'objectives' messages that can reviewed with the press of a key. This seems to be working ok within the same map, but if i leave the map nothing appears until i return to the map in which the it was activated. I am using an external script which is included by each map's own script for the necessary scripting to try and make it 'global'. Also, I have had the same problem using the switch counting function. How do I fix this?
- juizzysquirt
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Re: Hubs and ACS math
Did you compile the included script as a [wiki]library[/wiki], and used correct [wiki]scope[/wiki] for data types? Make sure you're using #import for libraries, as noted in wiki.Dave_B wrote:At the moment I'm creating a hub based wad that utilizes Doom 3 and Quake 4 style 'objectives' messages that can reviewed with the press of a key. This seems to be working ok within the same map, but if i leave the map nothing appears until i return to the map in which the it was activated. I am using an external script which is included by each map's own script for the necessary scripting to try and make it 'global'. Also, I have had the same problem using the switch counting function. How do I fix this?
Last edited by juizzysquirt on Tue Oct 12, 2010 11:59 am, edited 1 time in total.
- juizzysquirt
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Re: The "How do I..." Thread
It seems they don't show up if I attach them only to the base actor, I have to assign models to every new actor individually. Same thing in gldefs, is this a bug perhaps? It would make more sense if every new actor should inherit same models and dynamic light attachments too, unless overridden.NeuralStunner wrote:Don't see why not - They're attached to sprites, not Actors, IIRC.b00mstick wrote:Still not sure if models work correctly when assigned just to the actor inherited from...?
EDIT: The states themselves do show up, works even with new hires-sprites defined in TEXTURES. Only models and dynamic lights aren't "inherited".