The "How do I..." Thread
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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.
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Re: The "How do I..." Thread
I'm using Doom Builder 2, and I'm trying to create a sector with colored light on the ceiling that does not color any sprites within that sector. I got the light to appear on the ceiling only by creating a dummy sector with a -1024 floor and the Transfer Heights action. But the light also colors any sprites in the sector.
I found this: http://zdoom.org/wiki/Floor/Ceiling_sector_translations
But it's poorly explained, and I cannot seem to create a self-referencing sector that does the trick. I simply made a third dummy/control sector outside the perimeter of the level, highlighted all the linedefs, changed the sidedefs' back side sector index to the same as the front side, and then moved the sector over onto the actual sector. Is that incorrect?
Thanks
Update: well I sort of got it to work by making the area of the self-referencing sector smaller than the area of the main sector.
I found this: http://zdoom.org/wiki/Floor/Ceiling_sector_translations
But it's poorly explained, and I cannot seem to create a self-referencing sector that does the trick. I simply made a third dummy/control sector outside the perimeter of the level, highlighted all the linedefs, changed the sidedefs' back side sector index to the same as the front side, and then moved the sector over onto the actual sector. Is that incorrect?
Thanks
Update: well I sort of got it to work by making the area of the self-referencing sector smaller than the area of the main sector.
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Re: The "How do I..." Thread
Is it at all possible to obtain an actor's arguments using ACS? There's a SetThingSpecial function, but no Get equivalent, and it's not obtainable by GetActorProperty and similar functions.
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Re: The "How do I..." Thread
Can anyone explain to me how to properly use MousePos[_X] and MousePos[_X] in acs?
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Re: The "How do I..." Thread
How do I change an existing item's pickup name? I'm trying to turn the light amp goggles into a "sphere" thing, which takes all the effort of changing the sprites and adding "sphere" to the pickup name, so there's no point in making a whole new item.
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Re: The "How do I..." Thread
Look for GOTVISOR in the [wiki]LANGUAGE[/wiki] lump (in zdoom.pk3), then redefine it in your own language lump with the message you want.
Obviously, this only works with items which have their strings defined in LANGUAGE.
I typed "LAUNGUAGE" at least four times... -.-
Obviously, this only works with items which have their strings defined in LANGUAGE.
I typed "LAUNGUAGE" at least four times... -.-
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Re: The "How do I..." Thread
How do I define new sounds for my new player classes?
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Re: The "How do I..." Thread
[wiki=SNDINFO#playersound]$playersound[/wiki].
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Re: The "How do I..." Thread
I'm sure it's been done before, but I'm surprised that the Carry, Scroll, and Wind sector tags aren't working for this. I'm trying to carry a shotgun to the east past a line that will teleport it to a predestined spot so it will appear as if it's teleporting in for the player, but no sector tag I've tried will carry the items. What's doing here?
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Re: The "How do I..." Thread
[wiki=Carrying_sector]Have you looked here for more info?[/wiki]
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Re: The "How do I..." Thread
It was the closest thing I could find. I did a forum search for a few possibilities, and followed every link on that page an hour ago.
I suppose the next question is, does anyone remember any WAD where someone got items working on a conveyor belt at all at any point? I can find it from there.
I suppose the next question is, does anyone remember any WAD where someone got items working on a conveyor belt at all at any point? I can find it from there.
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Re: The "How do I..." Thread
As the page explains, you need to use [wiki]Scroll_Floor[/wiki] or the other specials (depending on what you need) to allow the scrolling sector to carry objects besides the player.
Raven scrollers (sector types 84 and 201—244) only carry players standing on the ground. Other actors are unaffected. This is because their effect is only checked in the function called when players stand in a special sector.
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Re: The "How do I..." Thread
How do I make A_Saw effected by PowerStrength?
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Re: The "How do I..." Thread
Thanks a ton!Blue Shadow wrote:Here, I put an example for a custom fist, but it can be done in the same manner for A_Saw.
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Re: The "How do I..." Thread
Thanks for the tip earlier, Blue Shadow. Read a bunch more, set the X and Y numbers appropriately, (To scroll east, put 'em at 200 and 128, respectively. Worked great.) and it's all good. Got muh teleportin' shotgun. ^.^
So, another question please, if y'don't mind. Is there any way without using ACS to trigger two sector tags with one button? I.e. I have a button that I press that lowers its pedestal to the ground, but raises a door to the ceiling. That's two different types of sector actions. It would work if I lowered both, but ... hm.
In other words, is there a way to "chain" effects, such that one button will trigger another automatically that will ultimately act on two sector tags?
(EDIT: Eh, ACS scripting isn't that hard.
Turns out I'm not a complete moron. Got the darn thing to work. ^_^ )
Though it's still an interesting question, and I can't help but wonder if it has an answer; to chain several actions at once on different tagged sectors without ACS using only a single switch.
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Now to figure out why the darn door moves its sidedefs even though they're unpegged. The sides of the doors in The splitting door example move with the door, even though they're unpegged. Intriguing.
So, another question please, if y'don't mind. Is there any way without using ACS to trigger two sector tags with one button? I.e. I have a button that I press that lowers its pedestal to the ground, but raises a door to the ceiling. That's two different types of sector actions. It would work if I lowered both, but ... hm.
In other words, is there a way to "chain" effects, such that one button will trigger another automatically that will ultimately act on two sector tags?
(EDIT: Eh, ACS scripting isn't that hard.

Though it's still an interesting question, and I can't help but wonder if it has an answer; to chain several actions at once on different tagged sectors without ACS using only a single switch.
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...
Now to figure out why the darn door moves its sidedefs even though they're unpegged. The sides of the doors in The splitting door example move with the door, even though they're unpegged. Intriguing.