The "How do I..." Thread

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

Post by FireHusky »

BloodyAcid wrote:Name your new actor the old one. It's a dumb way, but it works.

Thank you so much! :D
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Sgt. Shivers
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Re: The "How do I..." Thread

Post by Sgt. Shivers »

Blue Shadow wrote:In the desired state of the actor in question, use [wiki]A_GiveInventory[/wiki]:

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A_GiveInventory("TheItem", 1, AAPTR_PLAYER1)
Thanks!

How would I make an activatable object go back to it's non active state so you could activate it again?
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BloodyAcid
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Re: The "How do I..." Thread

Post by BloodyAcid »

At the end of the Active state, put "goto Spawn". I think that works. If not, make it activate an ACS script at the end that makes it deactivate itself.
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Matt
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Re: The "How do I..." Thread

Post by Matt »

Blue Shadow wrote:

Code: Select all

A_GiveInventory("TheItem", 1, AAPTR_PLAYER1)

Code: Select all

("TheItem", 1, AAPTR_PLAYER1)

Code: Select all

 1, AAPTR_PLAYER1

Code: Select all

AAPTR_PLAYER1

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AAPTR
.......

...oh my.


::Stendahl syndrome::

EDIT: ahahaahahaha there goes my weekend
gerolf
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Re: The "How do I..." Thread

Post by gerolf »

A friend wants to know how does he:
In MAPINFO, what's the command that I must type to make it so that the player can't run, just walk?
Blue Shadow
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Re: The "How do I..." Thread

Post by Blue Shadow »

There isn't one.

Edit: You can, however, change player's run speed to match their walk speed using [wiki=Player_properties#Player.ForwardMove]Player.ForwardMove[/wiki] and [wiki=Player_properties#Player.SideMove]Player.SideMove[/wiki] properties.

Code: Select all

ACTOR DoomGuy : DoomPlayer
{
  Player.ForwardMove 1, 0.5
  Player.SideMove 1, 0.5
}
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Ravick
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Re: The "How do I..." Thread

Post by Ravick »

Is there an 'ACS-free' way to make monsters give some invetory item to all other actros with the same TID of itself?
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silentzora
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Re: The "How do I..." Thread

Post by silentzora »

Is there a quick and easy way to prevent inventory items, like keys and ammunition, from being given by "give all"? I know this is possible for weapons, but what about other inventory types?
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BigProjectAlone
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Re: The "How do I..." Thread

Post by BigProjectAlone »

is there a way that i can make apear a PlayerPosition through ACS ??
Blue Shadow
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Re: The "How do I..." Thread

Post by Blue Shadow »

[wiki]GetActorX[/wiki], [wiki]GetActorY[/wiki] and [wiki]GetActorZ[/wiki] can be used to retrieve an actor's position on the map. For the player, you can also use [wiki=CVARs:Debug#idmypos]idmypos[/wiki] console command to display player's current postion on screen.
Zombieguy
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Re: The "How do I..." Thread

Post by Zombieguy »

Is there a way to completely change the player's sounds when an ACS script is activated for a power-up, and then restore the player's standard sounds once the script is finished?
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insightguy
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Re: The "How do I..." Thread

Post by insightguy »

morph the player to another class via ACS
Zombieguy
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Re: The "How do I..." Thread

Post by Zombieguy »

Guess I should learn a bit of ACS, then.
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silentzora
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Re: The "How do I..." Thread

Post by silentzora »

Probably gonna catch a bit of flak for this, but... Is there a way to prevent the player class menu from displaying things in SMALLFONT when you have upwards of 7 classes defined? Instead, maybe have a scrolling arrow or something while using BIGFONT?
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BigProjectAlone
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Re: The "How do I..." Thread

Post by BigProjectAlone »

silentzora wrote:Probably gonna catch a bit of flak for this, but... Is there a way to prevent the player class menu from displaying things in SMALLFONT when you have upwards of 7 classes defined? Instead, maybe have a scrolling arrow or something while using BIGFONT?
good question, i've stop making classes for my game just because of that.. it will be usefull if someone can answer to this.

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