The "How do I..." Thread

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

Post by Xtyfe »

NeuralStunner wrote:
Xtyfe wrote:Blah, things of the same species should just imply not being able to hurt each other.
Then Zombiemen would never get in firefights with one another; Broken gameplay ensues.
Ugh, this is true. I'm trying to stop Lost Souls and Spider Masterminds from being able to hurt each other.
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Re: The "How do I..." Thread

Post by NeuralStunner »

Amusingly, A_Explode hacks are needed to enable infighting in the case of projectiles.
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Xtyfe
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Re: The "How do I..." Thread

Post by Xtyfe »

Ok, it's quite clear that armor does not function without Armor.SavePercent. Skilled modders, can I work around this and just use DamageFactor?
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Re: The "How do I..." Thread

Post by Demolisher »

Xtyfe wrote:Ok, it's quite clear that armor does not function without Armor.SavePercent. Skilled modders, can I work around this and just use DamageFactor?
whut.
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Re: The "How do I..." Thread

Post by NeuralStunner »

Xtyfe wrote:Ok, it's quite clear that armor does not function without Armor.SavePercent.
Why would it? :?
Xtyfe wrote:can I work around this and just use DamageFactor?
Why weren't you doing that in the first place? There's [wiki=Classes:PowerProtection]another method to that[/wiki], though.
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Re: The "How do I..." Thread

Post by Xtyfe »

NeuralStunner wrote:
Xtyfe wrote:Ok, it's quite clear that armor does not function without Armor.SavePercent.
Why would it? :?
Indeed, I figured that armor would still function if I used just DamageFactor and set Armor.SavePercent to 0. I did this to stop it from taking all damage and absorbing it at a single percentage and was trying to force it to absorb it per DamageType at different percentages.
NeuralStunner wrote:
Xtyfe wrote:can I work around this and just use DamageFactor?
Why weren't you doing that in the first place? There's [wiki=Classes:PowerProtection]another method to that[/wiki], though.
Well, I was :) (see above). But this is an interesting idea, though I bet I couldn't get it to use Armor.SaveAmount and absorb the damage to that could I?
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Re: The "How do I..." Thread

Post by NeuralStunner »

ZDoom Wiki wrote:In addition, the DamageFactor property can be used to make protective armors (or potentially, cursed armors). The armor first absorbs damage normally, as determined by its SavePercent, MaxAbsorb and MaxFullAbsorb properties, and the damage factor is applied to the remaining damage. In doing so, the damage factor does not protect the armor itself, but only the wearer.
My emphasis in blue.
Xtyfe wrote:I bet I couldn't get it to use Armor.SaveAmount and absorb the damage to that could I?
It's the closest you get to per-type protection. (You can have a looping ACS script to check for the armor and give or remove a PowerProtection item, which is evaluated before Armor is. That would at least tie the damage type modifiers to the posession of the armor.)
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Re: The "How do I..." Thread

Post by jbb666999 »

I was messing around trying to combine the skulltag minigun with the smooth chaingun and came up with a few sprites. I couldn't figure out to to make them display properly.
Last edited by jbb666999 on Sat Mar 05, 2011 3:44 pm, edited 1 time in total.
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Re: The "How do I..." Thread

Post by amv2k9 »

jbb666999 wrote:I was messing around trying to combine the skulltag minigun with the smooth chaingun and came up with a few sprites. I couldn'tt figure out to to make them display properly and was going to delete them but decided to post them here instead. Maybe someone else can use them.
First off, what do you mean exactly about them not displaying properly: Do they not show up at all, or is it something else? Second, are you using XWE? I notice the "transparent" color in two of those pics is cyan; something XWE does. Thirdly, it might not be the images, but the code that's the problem.
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Re: The "How do I..." Thread

Post by jbb666999 »

I couldn't get the background to be transparent. I've never sprite edited before. After that I gave up. I was just using paint.
Last edited by jbb666999 on Sat Mar 05, 2011 3:20 pm, edited 1 time in total.
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Re: The "How do I..." Thread

Post by amv2k9 »

jbb666999 wrote:I couldn't get the background to be transparent. I've never sprite edited before. After that I gave up.
As I thought.
Irfanview. And/or GIMP. Both are good image editing programs that will solve your problem, and won't cost you a dime.
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jbb666999
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Re: The "How do I..." Thread

Post by jbb666999 »

Sweet. thanks. IRfanview is much better. But how do I make the background transparent?
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Re: The "How do I..." Thread

Post by amv2k9 »

jbb666999 wrote:Sweet. thanks. IRfanview is much better. But how do I make the background transparent?
Crap. I don't have it in front of me, but I do remember its an option in a dialog box available during the save process. It'll bring up a larger size of the pic you're gonna save, then tell you to click on what color you want to be transparent.

Somebody else should know. IIRC, this is mentioned in either a GunLabs tutorial, or Eriance's spriting turorial.
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jbb666999
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Re: The "How do I..." Thread

Post by jbb666999 »

I'm making a Custom Punch that is the same as the default one except for a custom puff that plays a custom sound when it hits a wall. Is there a way to give it a custom sound when it hits an actor with the noblood flag? Also, if I were to use A_Custompunch to emulate the default punching behavior, is the damage I would set 2 by default and 20 for berserk?

To replace the pistol I made a new player inheriting from doomplayer looking like this:
Spoiler:
And I added "clearplayerclasses" "addplayerclass JBBPlayer" to the top of my keyconf to add the new player.
The new Punch is as follows:
Spoiler:
If someone would be able to let me know if this is correct I would greatly appreciate it. Thank you.
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Re: The "How do I..." Thread

Post by Sodaholic »

Looks correct to me. Only thing I can recommend is that you use actor inheritance instead of copying the actor for your fist:

Code: Select all

ACTOR JBBPunch : Fist replaces Fist
{
   attacksound "Kapow"
   States
   {
   Fire:
      TNT1 A 0 A_JumpIfInventory("PowerStrength", 1, "Berserker")
      PUNG B 4
      PUNG C 4 A_CustomPunch (2, 0, 0, "PunchPuff")
      PUNG D 5
      PUNG C 4
      PUNG B 5 A_ReFire
      Goto Ready
   Berserker:
      PUNG B 4
      PUNG C 4 A_CustomPunch (20, 0, 0, "BladePuff")
      PUNG D 5
      PUNG C 4
      PUNG B 5 A_ReFire
      Goto Ready
   }
}
Now don't take my word for it, since I'm not 100% sure, but I think your damage is correct. As for your other questions, I am sorry, I don't know the answer to them.
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