The "How do I..." Thread
Forum rules
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.
-
Ryan Cordell
- Posts: 4349
- Joined: Sun Feb 06, 2005 6:39 am
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Capital of Explodistan
Re: The "How do I..." Thread
It's to do with the height parameter (I think) in SBARINFO. Lower it to 1 or something, that might help. Otherwise, said height expects a graphic there to fill it and as thus, there's a void. And with Doom, any void usually calls upon the last stored image.
-
Lysander
- Posts: 50
- Joined: Mon Apr 27, 2009 8:32 pm
Re: The "How do I..." Thread
Wow, that did it. Thanks!Blade Nightflame wrote:It's to do with the height parameter (I think) in SBARINFO. Lower it to 1 or something, that might help. Otherwise, said height expects a graphic there to fill it and as thus, there's a void. And with Doom, any void usually calls upon the last stored image.
-
Monodox
Re: The "How do I..." Thread
Could somebody help me out with this "Glass Break" (49) in DooM Builder 2?
Just need to know what to do to get the HeXen glass to break, I looked at the wiki, but I don't get it...
Just need to know what to do to get the HeXen glass to break, I looked at the wiki, but I don't get it...
-
Duducrazy
- Posts: 600
- Joined: Sat Aug 21, 2004 6:16 pm
Re: The "How do I..." Thread
does someone know how do i make a script that makes the player dodge left or right by pressing the strafe keys twice?
-
JustGabriel
- Posts: 84
- Joined: Mon Jul 06, 2009 10:56 pm
- Location: Just laying around trying to look alive
Re: The "How do I..." Thread
Ok
First of all, hello everyone I'm new to both this forum and DECORATE
I wanted to make a homing projectile that could be destroyed but so far
I have been unable to figure it out
First of all, hello everyone I'm new to both this forum and DECORATE
I wanted to make a homing projectile that could be destroyed but so far
I have been unable to figure it out
-
The Slimeinator
- Posts: 44
- Joined: Fri Jun 26, 2009 1:23 pm
Re: The "How do I..." Thread
Monodox, here's how it works:
You put special 49 on a line. You then set its activation to "projectile hits" and tag it to be impassible. When the line is activated, the line's switch texture will be changed. That is, you define a switch in ANIMDEFS, with the ON switch as your regular window and the OFF switch as your broken glass. It's like a switch that's activated by projectiles. When the line is destroyed, it will release 7 GlassJunk actors (http://zdoom.org/wiki/Classes:GlassJunk) at the center of the line, in the direction the line is facing.
Duducrazy,
You could try binding a script to a key that activates a variable and then if it is called a second time while the variable is active, it will thrust the player to the side. Such as...
JustGabriel,
If you mean a projectile that can be destroyed in mid-air, I don't think that is possible with ZDoom's current collision checking. However, for a homing projectile, add the +SEEKERMISSILE to your projectile and have it call A_SeekerMissile in its Spawn state to have it seek the player or the target. http://zdoom.org/wiki/A_SeekerMissile
You put special 49 on a line. You then set its activation to "projectile hits" and tag it to be impassible. When the line is activated, the line's switch texture will be changed. That is, you define a switch in ANIMDEFS, with the ON switch as your regular window and the OFF switch as your broken glass. It's like a switch that's activated by projectiles. When the line is destroyed, it will release 7 GlassJunk actors (http://zdoom.org/wiki/Classes:GlassJunk) at the center of the line, in the direction the line is facing.
Duducrazy,
You could try binding a script to a key that activates a variable and then if it is called a second time while the variable is active, it will thrust the player to the side. Such as...
Code: Select all
int directionjump=0;
script 668 (void)
{
if(directionjump==1)
{
ThrustThing(playertid,direction)
directionjump--;
}
else
{
directionjump++;
delay(tics of opportunity to press it again);
directionjump--;
}
}If you mean a projectile that can be destroyed in mid-air, I don't think that is possible with ZDoom's current collision checking. However, for a homing projectile, add the +SEEKERMISSILE to your projectile and have it call A_SeekerMissile in its Spawn state to have it seek the player or the target. http://zdoom.org/wiki/A_SeekerMissile
-
JustGabriel
- Posts: 84
- Joined: Mon Jul 06, 2009 10:56 pm
- Location: Just laying around trying to look alive
Re: The "How do I..." Thread
Thanks ._."
mmm, I'll try to think about a way to do it
Using an actor that just chases the player perhaps?
It'd melee the player once and then die
mmm, I'll try to think about a way to do it
Using an actor that just chases the player perhaps?
It'd melee the player once and then die
-
Duducrazy
- Posts: 600
- Joined: Sat Aug 21, 2004 6:16 pm
Re: The "How do I..." Thread
actually, i want to make a dodge left/right script using the GetPlayerInput function.The Slimeinator wrote:Duducrazy,
You could try binding a script to a key that activates a variable and then if it is called a second time while the variable is active, it will thrust the player to the side. Such as...
Code: Select all
int directionjump=0; script 668 (void) { if(directionjump==1) { ThrustThing(playertid,direction) directionjump--; } else { directionjump++; delay(tics of opportunity to press it again); directionjump--; } }
-
InsanityBringer
- Posts: 3392
- Joined: Thu Jul 05, 2007 4:53 pm
- Location: opening the forbidden box
Re: The "How do I..." Thread
How would I make a enemy only shoot at you while you aren't looking at it? I've tried A_JumpIfInTargetLOS to bring it out of it's missile state when you can see it, but that had really odd results. I'm not sure if I was doing something wrong or something but it always seemed to jump.
-
Hambergermeister
- Posts: 86
- Joined: Wed Jul 08, 2009 1:44 pm
- Location: Trapped somewhere in my computer mainframe's databanks
Re: The "How do I..." Thread
JustGabriel, you posed a good question!
I think, but haven't tested, that you can retain ALL of the state coding, and just give the missile a health level and give the flag +SHOOTABLE, that might work!
I think, but haven't tested, that you can retain ALL of the state coding, and just give the missile a health level and give the flag +SHOOTABLE, that might work!
-
The Slimeinator
- Posts: 44
- Joined: Fri Jun 26, 2009 1:23 pm
Re: The "How do I..." Thread
I don't think so. It's pointless to have a projectile use a melee attack and die. If it hits the player, it damages him/her. A combination of +SEEKERMISSILE and A_SeekerMissile will make it follow the player if it's fired by a monster.
-
Hambergermeister
- Posts: 86
- Joined: Wed Jul 08, 2009 1:44 pm
- Location: Trapped somewhere in my computer mainframe's databanks
Re: The "How do I..." Thread
Actually, i meant for the missile to be able to be destroyed in mid-air, by anyone. it would still be the exact same missile in it's state coding, only it would have the +SHOOTABLE flag set so that the health property would work, so if its health reached zero or under, it would go to the death state, so i don't know what using the melee state means, it would be unneeded in my opinion.
-
Deimus
- Posts: 230
- Joined: Fri Jun 12, 2009 11:52 pm
Re: The "How do I..." Thread
http://forum.zdoom.org/viewtopic.php?f= ... 75#p446592
How Do I
- make it so when a claymore wont explode when flying monsters go over it (like 3doomguys tall)
- how do I crouch and go back up in decorate.
-make it drop in front of me instead on top of me and being thrust forward
Thanks.
How Do I
- make it so when a claymore wont explode when flying monsters go over it (like 3doomguys tall)
- how do I crouch and go back up in decorate.
-make it drop in front of me instead on top of me and being thrust forward
Thanks.
-
The Slimeinator
- Posts: 44
- Joined: Fri Jun 26, 2009 1:23 pm
Re: The "How do I..." Thread
Hambergermeister,
I know that's what you meant. I don't think that projectiles fare well with +SHOOTABLE and a health property on them. In other words, it won't work.
Deimus,
1. You can't. If it's a monster, then it will activate the mine. There's no check that I know of to see if the target is flying.
2. Again, you can't. There's no pointer to force crouching in DECORATE.
3. Use a CustomInventory "USE" state and then have it spawn the mine in front of you.
I know that's what you meant. I don't think that projectiles fare well with +SHOOTABLE and a health property on them. In other words, it won't work.
Deimus,
1. You can't. If it's a monster, then it will activate the mine. There's no check that I know of to see if the target is flying.
2. Again, you can't. There's no pointer to force crouching in DECORATE.
3. Use a CustomInventory "USE" state and then have it spawn the mine in front of you.
-
Hambergermeister
- Posts: 86
- Joined: Wed Jul 08, 2009 1:44 pm
- Location: Trapped somewhere in my computer mainframe's databanks
Re: The "How do I..." Thread
Ah, well, i did say i didn't test it. But as we all know, there are anomalies that can be used to an advantage with decorate, just undiscovered, so there might be compatability for that in the future.