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.
- TheBadHustlex
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Re: The "How do I..." Thread
I'm not sure what this exactly is, but:
Is it normal that GZDoom adjusts the volume of the music to the sounds from the game? Like, when there is loud gunfire, the music get's lower?
Or is it Win10 trying to be an ass?
Is it normal that GZDoom adjusts the volume of the music to the sounds from the game? Like, when there is loud gunfire, the music get's lower?
Or is it Win10 trying to be an ass?
- phantombeta
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Re: The "How do I..." Thread
I think that's Windows or FMOD trying to prevent clipping so your audio devices don't get destroyed and you don't go deaf...
- TheBadHustlex
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Re: The "How do I..." Thread
OK. Guess that's good then.
- Xane123
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Re: The "How do I..." Thread
So, I'm currently modifying a "ability" one of my characters "use" which is scripted and makes them dash forward when they jump twice; I originally made it by using a A_ChangeVelocity in their player class an multiplying their velx and vely, but this made it so that the faster you went, the more of a boost you'd earn.
I'm now moving it to ACS and plan to make the player's velocity 0 then immediately force their velocity up to a certain value in the direction they're facing; However, as far as I can tell, there's no ACS command that allows me to set their velocity in a given angle and SetActorVelocity has separate X, Y, and Z velocity values so I'd only be able to thrust directly in a cardinal direction and something tells me determining the correct X and Y velocities based on the player's angle probably involves sine, cosine, and tangent, stuff I don't know about.
I'm now moving it to ACS and plan to make the player's velocity 0 then immediately force their velocity up to a certain value in the direction they're facing; However, as far as I can tell, there's no ACS command that allows me to set their velocity in a given angle and SetActorVelocity has separate X, Y, and Z velocity values so I'd only be able to thrust directly in a cardinal direction and something tells me determining the correct X and Y velocities based on the player's angle probably involves sine, cosine, and tangent, stuff I don't know about.
Re: How do I change Heretic Intermission text color?
Intermission text color is defined by the TextColor property (assuming you're talking about [wiki=MAPINFO/Intermission_definition#TextScreen_properties]this kind of intermission[/wiki]; if you're talking about the tally screen where it tells you the kill/item/secret/time score, then it's somewhere else).Legend wrote:My understanding is that the menu and intermission text is drawn with a font and can be assigned different colors through mapinfo and menudef in zdoom. I managed to get the main menu colors changed how I want, but can't figure out how the intermission text color is changed? Is the intermission text all graphic lumps or a font that can be changed like the menus?
Also, when I load the mod, "M-HTIC" doesn't display above the main menu. Instead it is just text that says "Main Menu" in green color (not the color I specified for the rest of the menu) where the heretic logo graphic would usually go. How do I ensure that the "M_HRTIC" graphic is displayed, and/or is there a way to change the green "Main Menu" text to a different color?
Thanks.
It's "M_HTIC". Not "M-HTIC" (minus instead of underscore) or "M_HRTIC" (extraneous R). Make sure you have not typoed it.
Finally, changing the menu text color is as easy as [wiki=MENUDEF#Instructions]using the Font property and its optional parameters[/wiki].
- Xane123
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Re: The "How do I..." Thread
@comet1330 Ah, those! I've used them i the past and I don't know how I forgot about them! Thanks!
EDIT: Just updated my code with ThrustThing and ThrustThing and it worked as expected!
EDIT: Just updated my code with ThrustThing and ThrustThing and it worked as expected!
Re: Help with weapon tweaks
So, I'm currently trying to touch up one of my weapons I made in DECORATE but I'm having a few issues with it. EDIT: I got damage working but no matter what I put, there is no weapon spread.
This is the current DECORATE of the weapon.
Any help is appreciated
This is the current DECORATE of the weapon.
Any help is appreciated

Code: Select all
ACTOR UACRifle : DoomWeapon
{
Weapon.SelectionOrder 700
Weapon.AmmoUse 1
Weapon.AmmoGive 40
Weapon.AmmoType "Clip"
Weapon.SlotNumber 2
Inventory.PickupMessage "You got a UAC Standard Issue Assault Rifle!"
Obituary "%o was looking down the barrel of %k's Assault Rifle."
States
{
Ready:
UACR A 1 A_WeaponReady
Loop
Deselect:
UACR A 1 A_Lower
Loop
Select:
UACR A 1 A_Raise
Loop
Fire:
UACR A 0 A_PlaySound ("Rifle/Fire")
UACR A 2 Bright A_FireBullets (50, 50, 1, 8, "BulletPuff")
UACR B 2
Goto Ready
Spawn:
UACR Z -1
Stop
}
}
-
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Re: Help with weapon tweaks
snarkel wrote:no matter what I put, there is no weapon spread.
A_FireBullets wrote:The first bullet fired in the Fire (not Hold) sequence normally ignores the spread and is always perfectly accurate. Setting numbullets to a negative value removes this effect.
- wildweasel
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Re: Help with weapon tweaks
To expand upon this, in order to make it spread beyond the first bullet, you need an A_Refire at the end of the Fire state, because that's how the game keeps track of what the "first" bullet is.Blue Shadow wrote:snarkel wrote:no matter what I put, there is no weapon spread.A_FireBullets wrote:The first bullet fired in the Fire (not Hold) sequence normally ignores the spread and is always perfectly accurate. Setting numbullets to a negative value removes this effect.
Re: Help with weapon tweaks
It worked! thanks guyswildweasel wrote:To expand upon this, in order to make it spread beyond the first bullet, you need an A_Refire at the end of the Fire state, because that's how the game keeps track of what the "first" bullet is.Blue Shadow wrote:snarkel wrote:no matter what I put, there is no weapon spread.A_FireBullets wrote:The first bullet fired in the Fire (not Hold) sequence normally ignores the spread and is always perfectly accurate. Setting numbullets to a negative value removes this effect.

Re: The "How do I..." Thread
That ^ one and a new question. When layering A_Quake to make close explosions shake more, do you order it high to low or vice versa? Do they overwrite each other?Rowsol wrote:Is the spread from custombullet the same calculation as random angle on custommissile? for instance, is a spread of 10 on CB the same as random(-5,5) on CM?
Code: Select all
TNT1 A 0 A_Quake(6, 18, 0, 384, none)
TNT1 A 0 A_Quake(3, 18, 0, 768, none)
edit: Well, I just did a test and it doesn't seem to matter? That's odd, you'd think they would overwrite each other, but it seems to take the highest of the 2 regardless of order.
Re: The "How do I..." Thread
Is it possible to change Doom sliding screen pattern somehow?
- Ozymandias81
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Re: The "How do I..." Thread
How can I "check" when an actor passes through another one (the player in this case)?
And how can I make it interactive? For example:
1) There is a light that moves from left to right, and far in front of me there is an imp, which is sleeping quietly;
2) I go towards such moving light until I am under it;
3) The moment when such light is over me, the imp will be alerted.
Is it doable? And how can I afford it ONLY through decorate? if not, which kind of script must I build then? Thanks.
And how can I make it interactive? For example:
1) There is a light that moves from left to right, and far in front of me there is an imp, which is sleeping quietly;
2) I go towards such moving light until I am under it;
3) The moment when such light is over me, the imp will be alerted.
Is it doable? And how can I afford it ONLY through decorate? if not, which kind of script must I build then? Thanks.
-
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Re: The "How do I..." Thread
How can I have an enemy drop 2 to 4 of the same item but lower the chances it droping after the first time.