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.
-
ChronoSeth
- Posts: 1631
- Joined: Mon Jul 05, 2010 2:04 pm
- Location: British Columbia
Re: The "How do I..." Thread
If the sprites are altogether too big, you can scale them down with [wiki]TEXTURES[/wiki] rather than cropping or resizing them (no loss of quality, and no resizing artifacts).
-
Reactor
- Posts: 2091
- Joined: Thu Feb 03, 2011 6:39 pm
- Location: Island's Beauty, Hungary
Re: The "How do I..." Thread
This is the funny thing, ChronoSeth - not ALL of them reach out of the screen, but it happens with 7-8 weapons from the 21.
But the question still remains: what's the size I should make the weapon HUD frames before removing the background and filling it with cyan? Or the size doesn't matter at all, I can just resize all the unprocessed frames to 800×600, and start removing the background? So you get my point. After all the frames are cut out, I can work on them with TEXTURES, but I can't seem to figure out the basic size of each individual frame.
But the question still remains: what's the size I should make the weapon HUD frames before removing the background and filling it with cyan? Or the size doesn't matter at all, I can just resize all the unprocessed frames to 800×600, and start removing the background? So you get my point. After all the frames are cut out, I can work on them with TEXTURES, but I can't seem to figure out the basic size of each individual frame.
-
hideousdestructor
- Posts: 9696
- Joined: Sun Jan 04, 2004 5:37 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Debian Bullseye
- Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
Re: The "How do I..." Thread
No parsey sentence say again?ReedtheStrange wrote:In case if I don't choose to use both barrel animations and do what's necessary for that, how could I do with just one item?
-
BloodyAcid
- Posts: 372
- Joined: Thu Jul 26, 2012 10:28 pm
- Location: Canadia
Re: The "How do I..." Thread
How do I tag a huge amount of things at once, using (preferably) DoomBuilder 2 or any other editor.
eg, I highlight 50 things and tag them #1-50
eg, I highlight 50 things and tag them #1-50
-
cocka
- Posts: 1520
- Joined: Sat Jul 02, 2011 7:21 am
- Location: Hungary
Re: The "How do I..." Thread
Use TagRange plugin.
-
BloodyAcid
- Posts: 372
- Joined: Thu Jul 26, 2012 10:28 pm
- Location: Canadia
Re: The "How do I..." Thread
Thank you very much! Helps immensely.cocka wrote:Use TagRange plugin.
-
ReedtheStrange
- Posts: 226
- Joined: Sun Sep 11, 2011 3:27 pm
Re: The "How do I..." Thread
It says that my item isn't found in my weapon. What does that mean I have to do?Vaecrius wrote:Prepare 2 states, one for each barrel.
First state gives you an inventory item.
Second state removes it.
The initial fire/hold state checks for that item and jumps to the appropriate state.
Same applies for flash states, bur don't add.remove the item again.
-
hideousdestructor
- Posts: 9696
- Joined: Sun Jan 04, 2004 5:37 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Debian Bullseye
- Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
Re: The "How do I..." Thread
Yes, you actually have to define the item as a DECORATE actor, it won't do that for you.
EDIT: Is the flag an Inventory item not a CustomInventory item? Don't use the latter if you need to check inventory and there is no use state.
EDIT: Is the flag an Inventory item not a CustomInventory item? Don't use the latter if you need to check inventory and there is no use state.
Last edited by hideousdestructor on Mon Oct 22, 2012 1:35 am, edited 1 time in total.
-
ReedtheStrange
- Posts: 226
- Joined: Sun Sep 11, 2011 3:27 pm
Re: The "How do I..." Thread
I did. First I made a pickup that did nothing, then I even tried working pickup items. It still gave me the message.Vaecrius wrote:Yes, you actually have to define the item as a DECORATE actor, it won't do that for you.
-
ChronoSeth
- Posts: 1631
- Joined: Mon Jul 05, 2010 2:04 pm
- Location: British Columbia
Re: The "How do I..." Thread
Post your code, and a screenshot or copy/paste of the error.
-
ReedtheStrange
- Posts: 226
- Joined: Sun Sep 11, 2011 3:27 pm
Re: The "How do I..." Thread
Error Message: "Jump target "OtherBarrel" not found in sidebyside."ChronoSeth wrote:Post your code, and a screenshot or copy/paste of the error.
Code: Select all
ACTOR OtherBarrel : CustomInventory
{
Inventory.MaxAmount 1
States
{
Spawn:
GIBD A 6
Loop
}
}
-
hideousdestructor
- Posts: 9696
- Joined: Sun Jan 04, 2004 5:37 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Debian Bullseye
- Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
Re: The "How do I..." Thread
...what exactly in this conversation made you think that posting only the item definition and not the weapon definition would be helpful?Jump target "OtherBarrel" not found in sidebyside.
In any event, get rid of the word "Custom" in that item definition and get rid of the spawn state (there is never any reason to pick up this item off the floor on a map).
-
NickPerrin
- Posts: 47
- Joined: Thu Apr 12, 2012 1:13 pm
Re: The "How do I..." Thread
EDIT: I seem to have found out how to do exactly what I want to. HOWEVER...
I have an "A_GiveInventory" command in one of my weapons, which I have tested to work. I have multiple "A_JumpIfInventory" commands in my player actor definition, in the spawn, see, and missile states, which tell the player to jump to a new state if that same inventory amount equals 1. Unfortunately, these don't seem to be responding, and the player never jumps to that state even when I have the inventory item. What gives? I perused similar functionality in Brutal doom's DECORATE (used to show different guns in the player's hand, using the same Give and Jump inventory commands) and found nothing different...
I have an "A_GiveInventory" command in one of my weapons, which I have tested to work. I have multiple "A_JumpIfInventory" commands in my player actor definition, in the spawn, see, and missile states, which tell the player to jump to a new state if that same inventory amount equals 1. Unfortunately, these don't seem to be responding, and the player never jumps to that state even when I have the inventory item. What gives? I perused similar functionality in Brutal doom's DECORATE (used to show different guns in the player's hand, using the same Give and Jump inventory commands) and found nothing different...
-
ReedtheStrange
- Posts: 226
- Joined: Sun Sep 11, 2011 3:27 pm
Re: The "How do I..." Thread
Vaecrius wrote:...what exactly in this conversation made you think that posting only the item definition and not the weapon definition would be helpful?Jump target "OtherBarrel" not found in sidebyside.
In any event, get rid of the word "Custom" in that item definition and get rid of the spawn state (there is never any reason to pick up this item off the floor on a map).
Code: Select all
actor SideBySide : Weapon 30311
{
Weapon.SelectionOrder 2
Weapon.Slotnumber 3
Weapon.AmmoUse 1
Weapon.AmmoUse2 2
Weapon.AmmoGive 8
Weapon.AmmoType "ShotgunShell"
Weapon.AmmoType2 "ShotgunShell"
Inventory.Icon "DOU1A0"
Inventory.PickupMessage "Double-Barreled Shotgun"
Obituary "o% was completely opened in half by k%'s double-barrel."
+INVENTORY.UNTOSSABLE
States
{
Ready:
DBLE A 1 A_WeaponReady
Loop
Deselect:
DBLE A 0 A_ResetReloadCounter
DBLE A 1 A_Lower
Loop
Select:
DBLE A 1 A_Raise
Loop
Fire:
DBLE A 1 A_JumpIfInventory("RightBarrel",1,"OtherBarrel")
DBLE A 0 A_playSound ("weapons/shotgundischarge")
DBLE K 3 Bright A_FireBullets (3.3, 3.3, 10, 6, "BulletPuff")
DBLE L 3 Bright
DBLE A 3
DBLE C 6 A_GiveInventory("OtherBarrel", 1)
DBLE DEFM 5
DBLE GH 5
DBLE A 5 A_Refire
Goto Ready
RightBarrel:
DBLE A 0 A_playSound ("weapons/shotgundischarge")
DBLE N 3 Bright A_FireBullets (3.3, 3.3, 10, 6, "BulletPuff")
DBLE O 3 Bright
DBLE A 3
DBLE C 6 A_GiveInventory("OtherBarrel", 1)
DBLE DEFM 5
DBLE GH 5
DBLE A 5 A_Refire
Goto Ready
Reloaded:
DBLE A 1
Goto Ready
Reload:
DBLE B 6
DBLE C 6 A_ResetReloadCounter
DBLE DEFM 5
DBLE GH 5
Goto Ready
AltFire:
DBLE A 3 A_JumpIfInventory("RightBarrel",1,"OtherBarrel")
DBLE A 0 A_Recoil(2)
DBLE A 0 A_GunFlash
DBLE A 0 A_playSound ("weapons/shotgundischarge")
DBLE A 1 A_playSound ("weapons/shotgundischarge")
DBLE A 7 A_FireBullets (5.4, 5.4, 21, 6, "BulletPuff")
DBLE B 6
DBLE C 6 A_ResetReloadCounter
DBLE DEFM 5
DBLE GH 5
DBLE A 5 A_Refire
Goto Ready
Flash:
DBLE I 4 Bright A_Light1
DBLE J 3 Bright A_Light2
Goto LightDone
Spawn:
SGN2 A -1
Stop
}
}
-
ChronoSeth
- Posts: 1631
- Joined: Mon Jul 05, 2010 2:04 pm
- Location: British Columbia
Re: The "How do I..." Thread
"Jump target [x] not found in [y]" means that the state label which A_Jump is trying to enter is unavaliable. There is no "OtherBarrel" state in your weapon definition (you seem to have gotten the state and item parameters mixed up).
I really should have figured this out sooner.
I really should have figured this out sooner.