The "How do I..." Thread

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

Post by xenoxols »

Is there a way to control the range of the AVOIDMELEE flag?
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edward850
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Re: The "How do I..." Thread

Post by edward850 »

It's entirely based on said actors target's meleerange.
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xenoxols
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Re: The "How do I..." Thread

Post by xenoxols »

Editing the meleerange appears to do nothing.
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edward850
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Re: The "How do I..." Thread

Post by edward850 »

Target's melee range.
As a heads up, if the target is a player, there's a fixed rule instead, which assumes the player must be holding a melee weapon and within a distance of 192 units.
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Sgt. Shivers
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Re: The "How do I..." Thread

Post by Sgt. Shivers »

How do I change/remove sector specials with UDMF?
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VriskaSerket
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Re: The "How do I..." Thread

Post by VriskaSerket »

Again, can anyone help me with my issue?
The whole thing about sprites getting squished to the size and shape of the item I'm trying to replace.
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Re: The "How do I..." Thread

Post by Blue Shadow »

How are you replacing the sprites? By the sound of it, it'd seem that you're using [wiki=Texture#Texture_scaling]hi-res replacements[/wiki] which you probably shouldn't in that case.

You want to replace an already-existing sprite while retaining the replacement's scaling? Just give your sprite the same name as the one you're trying to replace and place said sprite in the sprites [wiki]namespace[/wiki].
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Re: The "How do I..." Thread

Post by VriskaSerket »

I'm not quite sure I understood that? My problem is that I have made item and weapon pickup sprites from Resident Evil inventory icons. That means all of them need to have the same size, even if it's a pistol mag vs a briefcase full of ammo. However, they are squished to the size and shape of the originals. The briefcase, for instance, replaces the backpack, but it's squished and small in-game. Clips are also really small. In fact, the only item that's not deformed is the medkit.

I had created this quite a long time ago for Skulltag, but never solved this, and back then I moved to modding HL2, Quake 4 and Doom 3.

Here's the file:
https://mega.co.nz/#!t8tiXDTR!qVVqOlzOg ... cJZlu0R1Qo
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Re: The "How do I..." Thread

Post by Blue Shadow »

As I suspected: you're using hi-res replacements.

Rename the graphics directory to sprites, remove the hirestex.txt file, and rename your graphics/sprites so their names match the ones they're replacing. This way, you'll get rid of the automatic scaling issue.

Doing the above will introduce the issue where the sprites will appear massive in game. So you'd want to scale them down, and to do that, you'll want to "process" them through [wiki]TEXTURES[/wiki].
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Re: The "How do I..." Thread

Post by VriskaSerket »

Oh, now I've got it! Thank you kindly, Blue.
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Re: The "How do I..." Thread

Post by Miru »

On my map (called "Lust"), one of my teleporters only works one way. I think I've done everything right to make the teleporter go both ways (I used linedef 97 and added teleport destinations), but it still only goes one way.
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Re: The "How do I..." Thread

Post by Ozymandias81 »

Miru wrote:On my map (called "Lust"), one of my teleporters only works one way. I think I've done everything right to make the teleporter go both ways (I used linedef 97 and added teleport destinations), but it still only goes one way.
Hi Miru, could you post some more clues, like map format, screenshots or the map itself, so we may know where those 97 specials are pointing to?

[EDIT]: I see you used the 97 special, so I guess you're using Doom format... Anyway, take a look to example waddie of mine Miru, I think you've used the same tag for different tport destinationz. :-)
porty.zip
gzdoom in doom format for Doom II
(937 Bytes) Downloaded 15 times
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Re: The "How do I..." Thread

Post by Miru »

Ozymandias81 wrote:
Miru wrote:On my map (called "Lust"), one of my teleporters only works one way. I think I've done everything right to make the teleporter go both ways (I used linedef 97 and added teleport destinations), but it still only goes one way.
Hi Miru, could you post some more clues, like map format, screenshots or the map itself, so we may know where those 97 specials are pointing to?

[EDIT]: I see you used the 97 special, so I guess you're using Doom format... Anyway, take a look to example waddie of mine Miru, I think you've used the same tag for different tport destinationz. :-)
porty.zip
My map format is Zdoom (Doom in Doom Format)
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Ozymandias81
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Re: The "How do I..." Thread

Post by Ozymandias81 »

My map has nothing special: it's still compatible with your format.
I usually makes map in GZDoom format, that's all, there are only 4 sectors, 3 things (1 player + 2 destinations), 2 tags and 8 linedef 97 specials. I don't think you'll need to request some new features to Randi, Graf or MaxED for such map... :lol: :lol: :lol:

Anyway I see you're new here, so welcome to ZDoom Forums!
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Re: The "How do I..." Thread

Post by Pandut »

Is it possible for an enemy to fire a projectile in a high arc, akin to a Mortar? Trying to make a long-ranged enemy that just sits back and pounds away at the player with slow-moving mortar-like projectiles but can't quite achieve the effect. ThrustThing and ThrustThingZ are sorta what I'm looking for, but the enemy still fires the projectile straight forward rather then up into an arc.

Nevermind, Figured out that I needed to use multiple ThrustThingZs to emulate the arced effect.
Last edited by Pandut on Thu Apr 23, 2015 9:32 pm, edited 1 time in total.
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