The "How do I..." Thread

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

Post by ReedtheStrange »

ChronoSeth wrote:"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:
Oops! I guess I based it off of someone else' weapon that had an item name that seemed like it should've been different.

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_TakeInventory("OtherBarrel", 1)
    DBLE A 1 A_Lower
    Loop
  Select:
    DBLE A 1 A_Raise
    Loop
  Fire:
	DBLE A 1 A_JumpIfInventory("OtherBarrel",1,"RightBarrel")
    DBLE A 0 A_playSound ("weapons/shotgundischarge")
	DBLE K 3 Bright A_FireBullets (3.3, 3.3, 10, 6, "BulletPuff")
    DBLE L 3 Bright A_Light1
	DBLE A 3  A_GiveInventory("OtherBarrel", 1)
	Goto Ready
  RightBarrel:
    DBLE A 0 A_playSound ("weapons/shotgundischarge")
	DBLE N 9 Bright A_FireBullets (3.3, 3.3, 10, 6, "BulletPuff")
    DBLE N 3 Bright A_Light1
	DBLE A 3
    DBLE C 6  A_TakeInventory("OtherBarrel", 1)
    DBLE DEFM 5
    DBLE GH 5
    DBLE A 5 A_Refire
	Goto Ready
  AltFire:
    DBLE A 3 A_JumpIfInventory("OtherBarrel",1,"RightBarrel")
	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
  }
}

I changed the coding. I'm not getting the error anymore, but it isn't changing state for some reason, along with not preventing the player from firing both barrels when only one should be loaded.

Actually, what's the code for the Zblood sawn off? I might be able to learn how to do what I'm attempting with that as a reference.
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NickPerrin
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Re: The "How do I..." Thread

Post by NickPerrin »

So this exists in Brutal Doom as a way to define a new player class, base it on the old one, and also REPLACE the old one so any normal player start will use this new class:

Code: Select all

ACTOR Doomer : PlayerPawn Replaces DoomPlayer
However, when I do exactly the same thing for my own player definition, starting a new game with a normal player start makes me the DEFAULT DoomPlayer and not my new one.

Why doesn't this work when I use it, but it works in another wad? What am I missing?

Thanks!
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wildweasel
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Re: The "How do I..." Thread

Post by wildweasel »

Merely defining the class does not actually replace them as a playable character. "Replaces" actually doesn't work on player classes; you will need to use either Keyconf (old method) or a Mapinfo/Gameinfo block (new method) to define the list of player classes that ZDoom will use.
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hideousdestructor
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Re: The "How do I..." Thread

Post by hideousdestructor »

@ReedTheStrange: Did you do what I told you and change the "Custom"Inventory item to a plain old Inventory item? That is important.
wildweasel wrote:Keyconf (old method) or a Mapinfo/Gameinfo block (new method)
I'll just leave this here, though in all likelihood it will once again be on the bottom of the page:
Vaecrius wrote:I'm trying to replace this chunk of KEYCONF:
Spoiler:
with this chunk of GAMEINFO:
Spoiler:
The GAMEINFO playerclasses are completely ignored. If I use the KEYCONF playerclasses and GAMEINFO weapon slots, I can't select any weapon in a multi-weapon slot except the first listed.

What's wrong?


EDIT: Also, if I have another weapon mod (which only uses DECORATE weapon properties to allow selection) in my autoloads, that other mod always takes priority and the GAMEINFO slots are completely ignored. Is there any way to give priority?
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Naniyue
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Re: The "How do I..." Thread

Post by Naniyue »

I'm trying to make a selectable episode, but no matter what I choose, DooM II's "Hell on Earth" or my own "Citadel", the starting map is the same. I've tried using the wiki, but I'm still stuck.

Here's my ZMapinfo stuff:

Episode "&wt@01"
{
name = "The Citadel"
key = "e"
}

Map CITADEL "The Citadel"
{
//levelnum = 1
//next =
Sky1 = "RSKY1", 0.1
SkyStretch
//cluster = 1
music ="DkStnTwn"
}
Blue Shadow
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Re: The "How do I..." Thread

Post by Blue Shadow »

Replace...

Code: Select all

Episode "&wt@01"
with...

Code: Select all

Episode CITADEL
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Naniyue
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Re: The "How do I..." Thread

Post by Naniyue »

Thanks for the help! OK, I tried that, but now it says "can't find map CITADEL" if I choose the Citadel episode, but if I choose "Hell on Earth" it goes straight to the map.

EDIT: This map is a heavily altered one originally taken from DooM II. Could that be affecting things?

EDIT 2: Maybe I'll just have this as a separate wad. It just seemed better to have an in-game selectable set instead.
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ReedtheStrange
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Re: The "How do I..." Thread

Post by ReedtheStrange »

Vaecrius wrote:@ReedTheStrange: Did you do what I told you and change the "Custom"Inventory item to a plain old Inventory item? That is important.
I found the problem. Somehow, I accidentally set it to a Health item and set one of of my Health items to a CustomInventory. It's a good thing I don't code for a living.
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ShadowTiger
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Re: The "How do I..." Thread

Post by ShadowTiger »

'lo all. Thanks for reading. So I'm making a UDMF map style map, trying to make a little river thing that runs underneath the floor. I have no problems using 3D floors. They're working wonderfully so far, for which I am very grateful.

The problem arises when I realize I'm not quite sure how to negate the upper textures of what's above the area. How do I turn off the upper textures so they're not a problem?

I suppose the solution is to import a 1x1 pixel "clear" textured image and set that as the texture? Or does it need to be another size?

Even so, how would I tell it where the upper texture ends and the middle texture begins? Know what I mean? Is it based on the texture size alone?

Images:

GZDoom First Person View - Map View.

Thanks for the insights. :0
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cocka
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Re: The "How do I..." Thread

Post by cocka »

Honestly, I don't understand what you've tried to explain above. :) Someone else might help you. There is little chance to understand your problem if there is no wad attached.
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ShadowTiger
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Re: The "How do I..." Thread

Post by ShadowTiger »

You're right, I'm sorry. Here we are.
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Enjay
 
 
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Re: The "How do I..." Thread

Post by Enjay »

I'm not really sure what you are looking for either. What you want to do sounds simple enough but I'm missing something because I don't know why you have set things up so that those impassable walls are there in the first place. You certainly shouldn't have to resort to hacks like an invisible texture for something like this (if ever).

I've edited your WAD but it I think you already know how to do what I have done so I'm going to guess that you wanted something else.
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ShadowTiger
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Re: The "How do I..." Thread

Post by ShadowTiger »

Yes, yes that's exactly it! What did you change exactly, please? It was never my intention to have such unwalkable walls there, and I'm not sure what made it unwalkable.

So far, the only difference I can see is that in your edited version, the sidedefs don't have an upper back texture necessary, whereas mine do, depicting the red triangular error. I couldn't figure out how to make it not need to display that. If it was as simple as right-clicking on it to dispel it, I would have.


Oh shi- look at that. The ceiling height. That's pretty interesting right there. Thanks for that. :)

My conceptual framework currently revolves around a linedef having three segments: An upper, middle, and lower area. I was attempting to figure out how to make the upper area walkable, because I wasn't sure why it wasn't, and why it required a texture. ... and this is still true.

-------------------------------------

I don't like making a new post to attract everyone's attention just for the purposes of reading a thank you, but really, Enjay, you explain things very very well. My sincere thanks. ^^.
Last edited by ShadowTiger on Thu Oct 25, 2012 11:03 am, edited 1 time in total.
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Enjay
 
 
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Re: The "How do I..." Thread

Post by Enjay »

I raised the ceiling of the problem sector to match those of the surrounding ones.
I then edited the control sector for the 3D floor. I made it a type 1* set the ceiling to 32 (to match nearby sectors), made the floor 16 (which seemed a reasonable thickness in this case) and made sure that the alpha was at 255.
I think that's all I did.

[edit]Oh, yes, by raising the ceiling I exposed a couple of upper line defs that weren't previously exposed towards the back of the area so I put a texture (RROCK11) on them to match the other walls.[/edit]

*type 1 is better than type 0. Type 0 (what you were using) is compatible with Vavoom 3D floors but, IMO, that's about all they are good for. Type 1 (and the other GZDoom specific types) are set up more sensibly than type 0 IMO. With type 1, the ceiling of the control sector sets the top of the 3D floor and the floor of the control sector sets the bottom of the 3D floor. So, setting the control sector as I did, it has a ceiling of 32 = 3D floor top of 32 and a floor of 16 = 3D floor bottom of 16. So, you get a 16 unit thic 3D floor with its top at 32 units and its bottom as 16.
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Ravick
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Re: The "How do I..." Thread

Post by Ravick »

How do I make an item that gives other kinds of items when picked up?

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