The "How do I..." Thread

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

Post by Legend »

Gez wrote:[wiki=GameInfo_definition]MAPINFO: GameInfo { QuitMessages = ... }[/wiki]
I already looked that up. I must be doing something wrong though.

in the language file, I added:

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QUITMSG30 = "Press Y to quit like a big loser in life, \npress N to stay proud and successful"
QUITMSG31 = "Man, I oughta smack you for trying to quit! \nPress Y to get smacked out."
QUITMSG32 = "Um, Asmodeus dislikes his children trying to quit. \nPress Y to return to your tinkertoys."
QUITMSG33 = "If you press Y to quit, \nI will summon Satan all over your hard drive!"
QUITMSG34 = "Milord, methinks that thou art a lowly quitter. \nIs this true?"
QUITMSG35 = "Do I need to bust your face open for trying to quit?"
QUITMSG36 = "If you quit now, \nI'll throw a blanket-party for you next time!"
QUITMSG37 = "Are you gonna quit this game just like everything else?"
Then in the mapinfo/gameinfo I added

Code: Select all

quitmessages = "$QUITMSG30", "$QUITMSG31", "$QUITMSG32", "$QUITMSG33",
				   "$QUITMSG34", "$QUITMSG35", "$QUITMSG36", "$QUITMSG37"
But it's not displaying correctly. It is displaying "quitmsg#" instead of any of the lines of text I am referring it to.
Gez
 
 
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Re: The "How do I..." Thread

Post by Gez »

It's not finding the strings in the LANGUAGE lump; so it's probably in there that the problem is.

It can be something as dumb as a missing quote mark on a previous line...
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Rowsol
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Re: The "How do I..." Thread

Post by Rowsol »

I want the game to pick the chainsaw or the fists based on whether I have berserk. I have a couple ways of doing this. Simplest way would be for an inven item. Is there a way to remove said item after beating a level and starting the next? If that's not an item property, can I do a jumpifinventory based on a powerup?

Nevermind, apparently InterhubAmount works. (thanks comet)
JamesNaruto12 wrote:How can I have an enemy drop 2 to 4 of the same item but lower the chances it droping after the first time.
dropitem "thing" 256
dropitem "thing" 128
dropitem "thing" 64
dropitem "thing" 32
Last edited by Rowsol on Sat Dec 05, 2015 8:17 am, edited 2 times in total.
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Legend
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change heretic intermission stats text color?

Post by Legend »

Thanks. I figured the quit message error. was missing semicolons.

Now, is there a way I can change the text color on the intermission screen stats? I've tried messing with gameinfo and menudef, but can't get the stats to change color. the Items, kills, time, par, etc and their displayed numbers.

Can I just change the colors like in the main menu or do I have no choice but to change each letter and number graphic in the game?
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comet1337
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Re: The "How do I..." Thread

Post by comet1337 »

Rowsol wrote:Is there a way to remove said item after beating a level and starting the next?
inventory.interhubamount
Rowsol wrote:can I do a jumpifinventory based on a powerup?
yes
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Ozymandias81
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Re: The "How do I..." Thread

Post by Ozymandias81 »

Gez wrote:[wiki=GameInfo_definition]MAPINFO: GameInfo { QuitMessages = ... }[/wiki]
Yup, totally forgot it for some reason... :roll:
Thanks Gez!
Legend wrote:Thanks. I figured the quit message error. was missing semicolons.

Now, is there a way I can change the text color on the intermission screen stats? I've tried messing with gameinfo and menudef, but can't get the stats to change color. the Items, kills, time, par, etc and their displayed numbers.

Can I just change the colors like in the main menu or do I have no choice but to change each letter and number graphic in the game?
Keep in mind to have all letters paletted for the used game (Doom, Heretic, Hexen etc) or Truecolor but paletted.

Check this and scroll until you get textscreen properties.

Not totally sure btw, especially concerning the TEXTCOLO lump, but I hope this will be of some help for you anyway.
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Re: The "How do I..." Thread

Post by Gez »

The tally screen (with kill/item/secret/time stats) isn't an intermission and therefore isn't affected by intermission definitions. I'm not sure it's possible to customize it greatly.
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cambertian
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Re: The "How do I..." Thread

Post by cambertian »

Is there any way to have a color/palette-translated player shoot a similarly translated missile/projectile? So a blue player would shoot blue projectiles, for instance. (It's for a multiplayer game where there's going to be a LOT of those projectiles.)
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snarkel
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Re: Weapon Issue

Post by snarkel »

Hello again, I'm running into a slight issue with a weapon I was making. Its a type of plasma gun but for some reason it doesn't use ammo, suggestions?

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actor PlasmaPulser : weapon
{
  Inventory.PickupMessage "You found a UAC Standard Issue Plasmatic Pulser."
  Obituary "%o burnt to a crisp by %k's plasma."
  Weapon.AmmoType1 "Cell"
  Weapon.AmmoUse 1
  Weapon.AmmoGive 20
  weapon.slotnumber 6
  States
  {
  Ready:
      BPLS A 1 A_WeaponReady
      loop
  Deselect:
      BPLS A 1 A_Lower
      loop
  Select:
      BPLS A 1 A_Raise
      loop
  Fire:
      BPLS C 3
	  BPLS A 0 Bright A_FireCustomMissile("PlasmaBall",0,0,2,2,0,0)
	  BPLS B 3
      BPLS B 0 A_ReFire
      Goto Ready
  Spawn:
	  BPLS Z -1
	  stop
  }
}
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DoomKrakken
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Re: The "How do I..." Thread

Post by DoomKrakken »

The boolean for "UseAmmo", seen in the third argument of this function (the second 0 after "PlasmaBall", here), is currently false (0 = false, 1 = true). Look here in [wiki]A_FireCustomMissile[/wiki] for more information.

If you want it to use ammo, the "FireCustomMissile" line should look like this:

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BPLS A 0 Bright A_FireCustomMissile("PlasmaBall",0,1,2,2,0,0)
I hope this helps. :)
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snarkel
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Re: The "How do I..." Thread

Post by snarkel »

DoomKrakken wrote:The boolean for "UseAmmo", seen in the third argument of this function (the second 0 after "PlasmaBall", here), is currently false (0 = false, 1 = true). Look here in [wiki]A_FireCustomMissile[/wiki] for more information.

If you want it to use ammo, the "FireCustomMissile" line should look like this:

Code: Select all

BPLS A 0 Bright A_FireCustomMissile("PlasmaBall",0,1,2,2,0,0)
I hope this helps. :)
That did it, thanks! :D
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Re: The "How do I..." Thread

Post by Jekyll Grim Payne »

Is it possible to add some sort of description to a player class that can be seen at its selection screen?
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stroggkiller
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Re: The "How do I..." Thread

Post by stroggkiller »

Anyone known how to make a weapon can change from a fire mode to another?
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Re: The "How do I..." Thread

Post by wildweasel »

stroggkiller wrote:Anyone known how to make a weapon can change from a fire mode to another?
I wrote this tutorial a while ago for this very thing.
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Re: The "How do I..." Thread

Post by TheBadHustlex »

What does the error "Could not malloc [number] bytes" mean...? The game crashes and gets it on a death-state of one of my monsters.
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