The "How do I..." Thread

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

Post by ChronoSeth »

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).
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Reactor
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Re: The "How do I..." Thread

Post by Reactor »

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

Post by hideousdestructor »

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?
No parsey sentence say again?
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BloodyAcid
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Re: The "How do I..." Thread

Post by BloodyAcid »

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

Post by cocka »

Use TagRange plugin.
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BloodyAcid
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Re: The "How do I..." Thread

Post by BloodyAcid »

cocka wrote:Use TagRange plugin.
Thank you very much! Helps immensely.
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ReedtheStrange
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Re: The "How do I..." Thread

Post by ReedtheStrange »

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.
It says that my item isn't found in my weapon. What does that mean I have to do?
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hideousdestructor
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Re: The "How do I..." Thread

Post by hideousdestructor »

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.
Last edited by hideousdestructor on Mon Oct 22, 2012 1:35 am, edited 1 time in total.
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ReedtheStrange
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Re: The "How do I..." Thread

Post by ReedtheStrange »

Vaecrius wrote:Yes, you actually have to define the item as a DECORATE actor, it won't do that for you.
I did. First I made a pickup that did nothing, then I even tried working pickup items. It still gave me the message.
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ChronoSeth
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Re: The "How do I..." Thread

Post by ChronoSeth »

Post your code, and a screenshot or copy/paste of the error.
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ReedtheStrange
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Re: The "How do I..." Thread

Post by ReedtheStrange »

ChronoSeth wrote:Post your code, and a screenshot or copy/paste of the error.
Error Message: "Jump target "OtherBarrel" not found in sidebyside."

Code: Select all

ACTOR OtherBarrel : CustomInventory 
{
  Inventory.MaxAmount 1
  States
  {
  Spawn:
    GIBD A 6
    Loop
  }
}
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hideousdestructor
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Re: The "How do I..." Thread

Post by hideousdestructor »

Jump target "OtherBarrel" not found in sidebyside.
...what exactly in this conversation made you think that posting only the item definition and not the weapon definition would be helpful?

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).
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NickPerrin
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Re: The "How do I..." Thread

Post by NickPerrin »

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

Post by ReedtheStrange »

Vaecrius wrote:
Jump target "OtherBarrel" not found in sidebyside.
...what exactly in this conversation made you think that posting only the item definition and not the weapon definition would be helpful?

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
  }
}
Also, I added it because with a decorative item, the game crashed.
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ChronoSeth
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Re: The "How do I..." Thread

Post by ChronoSeth »

"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. :lol:

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