The "How do I..." Thread
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- WARCHILD_89
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Re: The "How do I..." Thread
I want to make a projectile alert monsters when it hits them but without doing any damage to them is this possible?
- Zanieon
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Re: The "How do I..." Thread
Yes dude, you just zero the damage of the projectile.WARCHILD_89 wrote:I want to make a projectile alert monsters when it hits them but without doing any damage to them is this possible?
- WARCHILD_89
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Re: The "How do I..." Thread
Works but It always alerts ALL monsters, I want to make the projectile alert ONLY the one it hits... but I need to get some sleep first...
- wildweasel
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Re: The "How do I..." Thread
A_AlertMonsters takes a maxrange argument. If you want it to alert just what it hits, try something really small:WARCHILD_89 wrote:Works but It always alerts ALL monsters, I want to make the projectile alert ONLY the one it hits... but I need to get some sleep first...
Code: Select all
TNT1 A 0 A_AlertMonsters(32)
Re: The "How do I..." Thread
I was hoping to get a response to three questions I asked earlier, but didn't get any, so I'll try again with the first one.
Q1, If an enemy actor shoots a heatseeker projectile (aka. revenant missile), how do I make it so that it fires two smaller fireballs at the player when reaching 10 feet close to him, and than returning back to the owner? I'm trying to make a smart drone that has the guided factor of a heatseeker projectile but doesn't actually collide with the player.
Q1, If an enemy actor shoots a heatseeker projectile (aka. revenant missile), how do I make it so that it fires two smaller fireballs at the player when reaching 10 feet close to him, and than returning back to the owner? I'm trying to make a smart drone that has the guided factor of a heatseeker projectile but doesn't actually collide with the player.
- Doomguy5th
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Re: The "How do I..." Thread
How would I fix this ACS thingy? I already know that I'm missing a } at line 16.
http://pastebin.com/iVDiX4Q0
Then I compiled it with ACC 1.5.4, and then I got an error at line 45 involving playerheight?
http://pastebin.com/iVDiX4Q0
Then I compiled it with ACC 1.5.4, and then I got an error at line 45 involving playerheight?
- Kappes Buur
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Re: The "How do I..." Thread
You could put int in front of playerheight, as inDoomCraft wrote:How would I fix this ACS thingy?
Code: Select all
int playerHeight = GetActorZ(1337)-GetActorFloorZ(1337);
- WARCHILD_89
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Re: The "How do I..." Thread
Kagur wrote:I was hoping to get a response to three questions I asked earlier, but didn't get any, so I'll try again with the first one.
Q1, If an enemy actor shoots a heatseeker projectile (aka. revenant missile), how do I make it so that it fires two smaller fireballs at the player when reaching 10 feet close to him, and than returning back to the owner? I'm trying to make a smart drone that has the guided factor of a heatseeker projectile but doesn't actually collide with the player.
sounds a bit tricky, I don´t know how it should return back to the owner but I´m pretty sure you will need at least this for firing the fireballs:
http://zdoom.org/wiki/A_JumpIfCloser
So when the heatseeker comes near the player, it fires its two fireballs towards him with
A_CustomMissile (http://zdoom.org/wiki/A_CustomMissile)
But I dunno how the heatseeker should return back then....
- WARCHILD_89
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Re: The "How do I..." Thread
wildweasel wrote:A_AlertMonsters takes a maxrange argument. If you want it to alert just what it hits, try something really small:WARCHILD_89 wrote:Works but It always alerts ALL monsters, I want to make the projectile alert ONLY the one it hits... but I need to get some sleep first...Code: Select all
TNT1 A 0 A_AlertMonsters(32)
This is where the problem begins...It seems to me that the number "A_AlertMonsters (32)" itself is being ignored....
It seems to me that it has to do with this cvar I must change to "TRUE", like I read in the article, but how to do so?

"Note: The maxrange will be foiled if compat_soundtarget is true, since it makes monsters rely purely on whether sound was heard in the sector in which they are, rather than what the monster itself heard. "
- Dragon Mech
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Re: The "How do I..." Thread
is it possible to increase the range that a sound can be heard by a player when the sound is played by a monster during an attack. aside from increasing the volume of the sound itself i mean.
-
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Re: The "How do I..." Thread
[wiki=SNDINFO#rolloff]Are you talking about attenuation?[/wiki]
- Dragon Mech
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Re: The "How do I..." Thread
this may work because i want the sound to be heard from a really long distance. thanks. i'll post the results when i'm done testing.
Re: The "How do I..." Thread
I have two classes, both of which borrow sounds from doom monsters. However, one of them doesn't work. This is the demon one. Here's the code for the one that DOES work:
Here's the demon, who for some reason uses the normal doom marine noises.
Code: Select all
actor Zombieplayer : PlayerPawn
{
Speed 1
Health 120
Radius 20
Height 56
damagefactor "weak", 1.2
damagefactor "medium", 0.5
damagefactor "strong", 0.3
damagefactor "ice", 0.1
damagefactor "shock", 0.6
damagefactor "fire", 0.2
damagefactor "rocket", 0.09
damagefactor "hellfire", 1.3
damagefactor "shellbullet", 0.3
damagefactor "chainbullet", 0.1
Player.DisplayName "Former Human"
Player.AttackZOffset 8
Player.JumpZ 12
Player.ViewHeight 43
Player.ForwardMove 0.25
Player.SideMove 0.25
Player.SoundClass "grunt"
Player.DisplayName "Former Human"
Player.StartItem "chainclip", 100
Player.StartItem "zombieshell", 30
Player.StartItem "ZPistol"
Player.StartItem "ZShotgun"
Player.StartItem "ZChaingun"
Player.MaxHealth 120
Player.Weaponslot 1, ZPistol, ZShotgun, ZChaingun
States
{
Spawn:
POSS AAAA 8
POSS A 3 A_GiveInventory ("chainclip",4)
POSS AAAAA 8
POSS A 3 A_GiveInventory ("Zombieshell",3)
Loop
See:
POSS AABBCCDD 4
Loop
Missile:
POSS E 26
Goto Spawn
Melee:
POSS F 26 BRIGHT
Goto Missile
Pain:
POSS G 3
POSS G 3 A_Playsound("grunt/pain")
Goto Spawn
Death:
POSS H 5 A_PlayerSkinCheck("AltSkinDeath")
POSS I 5 A_Playsound("grunt/death")
POSS J 5 A_NoBlocking
POSS K 5
POSS L -1
Stop
XDeath:
POSS M 5 A_PlayerSkinCheck("AltSkinXDeath")
POSS N 5 A_XScream
POSS O 5 A_NoBlocking
POSS PQRST 5
POSS U -1
Stop
AltSkinDeath:
PLAY H 6
PLAY I 6 A_PlayerScream
PLAY JK 6
PLAY L 6 A_NoBlocking
PLAY MNO 6
PLAY P -1
Stop
AltSkinXDeath:
PLAY Q 5 A_PlayerScream
PLAY R 0 A_NoBlocking
PLAY R 5 A_SkullPop
PLAY STUVWX 5
PLAY Y -1
Stop
}
}
Here's the demon, who for some reason uses the normal doom marine noises.
Code: Select all
actor Demonplayer : PlayerPawn
{
Player.Weaponslot 1, Demonmouth
Health 200
Radius 16
Speed 1.3
Height 56
Player.AttackZOffset 8
Player.JumpZ 8
Player.ForwardMove 1.2
Player.SideMove 1.2
Player.ColorRange 168, 174
Player.SoundClass "demon"
Player.DisplayName "Pinky Demon"
Player.StartItem "DemonTeeth"
Player.MaxHealth 200
Player.StartItem "VomitAmmo", 40
States
{
Spawn:
SARG A 10
SARG B 10 A_GiveInventory ("VomitAmmo",2)
Loop
See:
SARG AABBCCDD 2
Loop
Missile:
SARG EFG 8
Goto Spawn
Melee:
TNT1 A 0
Goto Missile
Pain:
SARG H 2
SARG H 2 A_Pain
Goto Spawn
Death:
SARG I 8 A_PlayerSkinCheck("AltSkinDeath")
SARG J 8 A_PlayerScream
SARG J 4
SARG J 4 A_NoBlocking
SARG M 4
SARG N -1
Stop
XDeath:
Goto Death
AltSkinDeath:
Goto Death
AltSkinXDeath:
Goto Death
}
}
- phantombeta
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Re: The "How do I..." Thread
Post the SNDINFO.
Re: The "How do I..." Thread
I haven't changed it at all. Its the default ZDOOM soundfont.
EDIT: Also, i'm trying to make it the sounds that the Demon plays.
EDIT: Also, i'm trying to make it the sounds that the Demon plays.