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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.
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.
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?
[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.
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?
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?
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.