Shotgun guy's coding help
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
-
Shotgun guy
- Posts: 73
- Joined: Sat Mar 24, 2018 5:35 am
- Location: Hungary
Shotgun guy's coding help
Hi members! I thinked,that I joined to here. But I finally joined because need technic help. I create too Doom wads. I already released a 2 level wad (Beta). Now I'm working on Hell Theme wad and to it help. I'd like to ask,that a given level player start with Melee and not pistol. Plus Music change on Boss level. I read Music Changer in ACS,but I use Decorate.
-
orangeninja27
- Posts: 9
- Joined: Wed Mar 21, 2018 2:42 pm
Re: Shotgun guy's coding help
I assume you would like help making the player start with specific items, right? If so, you're in luck - it's actually very easy.
First, you need to have a decorate.txt file in your WAD/PK3. Got that done? Good!
All you need to do now is type the following code, and replace YourPlayerClass with the name you want your actor to be (ensure that name isn't taken already by another actor) and Item with the actor name of the item you want the player to start with.
Now that you have a custom player class, you need to make a MAPINFO lump like so:
That's it, you're done! I can't help with the music changing, sadly. I believe it is out of the capabilities of DECORATE alone, you might need to add things to the map or use ZScript instead.
P.S: Sorry if this was confusing, I'm not very good at explaining things. By the way, is English your second language?
First, you need to have a decorate.txt file in your WAD/PK3. Got that done? Good!
All you need to do now is type the following code, and replace YourPlayerClass with the name you want your actor to be (ensure that name isn't taken already by another actor) and Item with the actor name of the item you want the player to start with.
Code: Select all
Actor YourPlayerClass : DoomPlayer
{
Player.StartItem Item
}
/* Note that, with inheritance, if you define Player.StartItem the player will only start with the defined items. If you want the player to spawn with more items, just add Player.StartItem again. By the way, this is how you make a multi-line comment in DECORATE. */
Code: Select all
gameinfo
{
playerclasses = "YourPlayerClass"
}
// This code tells the game to only use your specified player class.
P.S: Sorry if this was confusing, I'm not very good at explaining things. By the way, is English your second language?
-
Shotgun guy
- Posts: 73
- Joined: Sat Mar 24, 2018 5:35 am
- Location: Hungary
Re: Shotgun guy's coding help
Yes. E.G:Doom 2 - Map1 (Melee) and From Map2 (Pistol). Yes,English my second lanuage.orangeninja27 wrote:I assume you would like help making the player start with specific items, right? If so, you're in luck - it's actually very easy.
First, you need to have a decorate.txt file in your WAD/PK3. Got that done? Good!
All you need to do now is type the following code, and replace YourPlayerClass with the name you want your actor to be (ensure that name isn't taken already by another actor) and Item with the actor name of the item you want the player to start with.
Now that you have a custom player class, you need to make a MAPINFO lump like so:Code: Select all
Actor YourPlayerClass : DoomPlayer { Player.StartItem Item } /* Note that, with inheritance, if you define Player.StartItem the player will only start with the defined items. If you want the player to spawn with more items, just add Player.StartItem again. By the way, this is how you make a multi-line comment in DECORATE. */
That's it, you're done! I can't help with the music changing, sadly. I believe it is out of the capabilities of DECORATE alone, you might need to add things to the map or use ZScript instead.Code: Select all
gameinfo { playerclasses = "YourPlayerClass" } // This code tells the game to only use your specified player class.
P.S: Sorry if this was confusing, I'm not very good at explaining things. By the way, is English your second language?
-
orangeninja27
- Posts: 9
- Joined: Wed Mar 21, 2018 2:42 pm
Re: Shotgun guy's coding help
You'll probably need to use ACS to make the player gain specific items when they enter a map. I have no idea how to use ACS, so I can't help, sadly.
-
Shotgun guy
- Posts: 73
- Joined: Sat Mar 24, 2018 5:35 am
- Location: Hungary
Re: Shotgun guy's coding help
I added what you send,but unfortunately I got so error on Zdoom starting:
You do not have the required permissions to view the files attached to this post.
-
orangeninja27
- Posts: 9
- Joined: Wed Mar 21, 2018 2:42 pm
Re: Shotgun guy's coding help
ZDoom is outdated. You should be using GZDoom, and you can't use existing actor names. Check the wiki to ensure you're not just duplicating existing actors.
-
Shotgun guy
- Posts: 73
- Joined: Sat Mar 24, 2018 5:35 am
- Location: Hungary
Re: Shotgun guy's coding help
So I did in DECORATE and worked on ZDoom:
So I can do,that from MAP2 I start with Pistol or I need to do in ACS?
Code: Select all
//Player
//===========================================================================
//
// Doom Guy (Marine)
//
//===========================================================================
ACTOR MarinePlayer : DoomPlayer
{
Player.StartItem "Fist"
}
-
ramon.dexter
- Posts: 1562
- Joined: Tue Oct 20, 2015 12:50 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Kozolupy, Bohemia
Re: Shotgun guy's coding help
Use gzdoom, zdoom is outdated!!!
-
Shotgun guy
- Posts: 73
- Joined: Sat Mar 24, 2018 5:35 am
- Location: Hungary
Re: Shotgun guy's coding help
Frankly speaking I don't like GZDoom.ramon.dexter wrote:Use gzdoom, zdoom is outdated!!!
-
ramon.dexter
- Posts: 1562
- Joined: Tue Oct 20, 2015 12:50 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Kozolupy, Bohemia
Re: Shotgun guy's coding help
Yeah, I expected this response. And do you have sme real reason why you dont want to use gzdoom?
For your information - zdoom is outdated - that means it is not developed and not supported. That's the reason why we are telling you to use gzdoom instead.
Also, which you haven't noticed, you can already use software rendering in gzdoom (if the point is how it looks). So, there is really no point in staying on old, outdated, not supported zdoom.
For your information - zdoom is outdated - that means it is not developed and not supported. That's the reason why we are telling you to use gzdoom instead.
Also, which you haven't noticed, you can already use software rendering in gzdoom (if the point is how it looks). So, there is really no point in staying on old, outdated, not supported zdoom.
-
Shotgun guy
- Posts: 73
- Joined: Sat Mar 24, 2018 5:35 am
- Location: Hungary
Re: Shotgun guy's coding help
To Me the Graphic quaility don't like because so not good and not original Doom graphic style.
-
Mikk-
- Posts: 2274
- Joined: Tue Jun 30, 2009 1:31 pm
Re: Shotgun guy's coding help
You can still use the software renderer in GzDOOM- why do people never realise this?
-
Shotgun guy
- Posts: 73
- Joined: Sat Mar 24, 2018 5:35 am
- Location: Hungary
Re: Shotgun guy's coding help
Software renderer? I didn't hear yet this in my life.
-
Mikk-
- Posts: 2274
- Joined: Tue Jun 30, 2009 1:31 pm
Re: Shotgun guy's coding help
Yes, the Software renderer in GzDOOM is the same (or similar, I can't remember) to the renderer in ZDOOM. In the settings menu there is a "Change Rendering Output" menu, there you can choose the OpenGL renderer or the Software renderer.
-
Shotgun guy
- Posts: 73
- Joined: Sat Mar 24, 2018 5:35 am
- Location: Hungary
Re: Shotgun guy's coding help
I don't have renderer in my Doom wad. Good to Me normal Doom renderer. I like to ask,that how to works the LOCKDEFS function. I learned,that 132-134 Door use 2 key. But 1-6 Locks this I can't do.Mikk- wrote:Yes, the Software renderer in GzDOOM is the same (or similar, I can't remember) to the renderer in ZDOOM. In the settings menu there is a "Change Rendering Output" menu, there you can choose the OpenGL renderer or the Software renderer.
Code: Select all
//
// Doom Locks
//
ClearLocks
Lock 1 Doom
{
//$Title "Black skull"
RedCard
Message "$PD_REDC"
RemoteMessage "$PD_REDCO"
Mapcolor 0 0 0
}
Lock 2 Doom
{
//$Title "Green skull"
BlueCard
Message "$PD_BLUEC"
RemoteMessage "$PD_BLUECO"
Mapcolor 0 255 0
}
Lock 3 Doom
{
//$Title "White skull"
YellowCard
Message "$PD_YELLOWC"
RemoteMessage "$PD_YELLOWCO"
Mapcolor 255 255 255
}
Lock 4 Doom
{
//$Title "Red skull"
RedSkull
Message "$PD_REDS"
RemoteMessage "$PD_REDSO"
Mapcolor 255 0 0
}
Lock 5 Doom
{
//$Title "Blue skull"
BlueSkull
Message "$PD_BLUES"
RemoteMessage "$PD_BLUESO"
Mapcolor 0 0 255
}
Lock 6 Doom
{
//$Title "Yellow skull"
YellowSkull
Message "$PD_YELLOWS"
RemoteMessage "$PD_YELLOWSO"
Mapcolor 255 255 0
}
Lock 129 Doom
{
//$Title "Any red or black skull"
Any { RedCard RedSkull }
Message "$PD_REDK"
RemoteMessage "$PD_REDO"
Mapcolor 255 128 128
}
Lock 130 Doom
{
//$Title "Any blue or green skull"
Any { BlueCard BlueSkull }
Message "$PD_BLUEK"
RemoteMessage "$PD_BLUEO"
Mapcolor 0 255 255
}
Lock 131 Doom
{
//$Title "Any yellow or white skull"
Any { YellowCard YellowSkull }
Message "$PD_YELLOWK"
RemoteMessage "$PD_YELLOWO"
Mapcolor 255 255 128
}
Lock 132 Doom
{
//$Title "Red or black skull"
Any { RedCard RedSkull }
Message "$PD_REDK"
RemoteMessage "$PD_REDO"
Mapcolor 255 128 128
}
Lock 133 Doom
{
//$Title "Blue or green skull"
Any { BlueCard BlueSkull }
Message "$PD_BLUEK"
RemoteMessage "$PD_BLUEO"
Mapcolor 0 255 255
}
Lock 134 Doom
{
//$Title "Yellow or white skull"
Any { YellowCard YellowSkull }
Message "$PD_YELLOWK"
RemoteMessage "$PD_YELLOWO"
Mapcolor 255 255 128
}
Lock 100
{
//$Title "Any key"
Message "$PD_ANY"
RemoteMessage "$PD_ANYOBJ"
Mapcolor 128 128 255
}
Lock 228
{
//$Title "Any key"
Message "$PD_ANY"
RemoteMessage "$PD_ANYOBJ"
Mapcolor 128 128 255
}
Lock 229 Doom
{
//$Title "One of each color"
Any { BlueCard BlueSkull }
Any { YellowCard YellowSkull }
Any { RedCard RedSkull }
Message "$PD_ALL3"
RemoteMessage "$PD_ALL3O"
}
Lock 101 Doom
{
//$Title "All keys"
BlueCard
BlueSkull
YellowCard
YellowSkull
RedCard
RedSkull
Message "$PD_ALL6"
RemoteMessage "$PD_ALL6O"
}