Ugh, this is true. I'm trying to stop Lost Souls and Spider Masterminds from being able to hurt each other.NeuralStunner wrote:Then Zombiemen would never get in firefights with one another; Broken gameplay ensues.Xtyfe wrote:Blah, things of the same species should just imply not being able to hurt each other.
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.
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- Xtyfe
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Re: The "How do I..." Thread
- NeuralStunner
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Re: The "How do I..." Thread
Amusingly, A_Explode hacks are needed to enable infighting in the case of projectiles.
- Xtyfe
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Re: The "How do I..." Thread
Ok, it's quite clear that armor does not function without Armor.SavePercent. Skilled modders, can I work around this and just use DamageFactor?
- Demolisher
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Re: The "How do I..." Thread
whut.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?
- NeuralStunner
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Re: The "How do I..." Thread
Why would it?Xtyfe wrote:Ok, it's quite clear that armor does not function without Armor.SavePercent.

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

- NeuralStunner
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Re: The "How do I..." Thread
My emphasis in blue.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.
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.)Xtyfe wrote:I bet I couldn't get it to use Armor.SaveAmount and absorb the damage to that could I?
Re: The "How do I..." Thread
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.
Re: The "How do I..." Thread
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.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.
Re: The "How do I..." Thread
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.
Re: The "How do I..." Thread
Sweet. thanks. IRfanview is much better. But how do I make the background transparent?
Re: The "How do I..." Thread
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.jbb666999 wrote:Sweet. thanks. IRfanview is much better. But how do I make the background transparent?
Somebody else should know. IIRC, this is mentioned in either a GunLabs tutorial, or Eriance's spriting turorial.
Re: The "How do I..." Thread
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:
The new Punch is as follows:
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.
Re: The "How do I..." Thread
Looks correct to me. Only thing I can recommend is that you use actor inheritance instead of copying the actor for your fist:
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.
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
}
}