The "How do I..." Thread

Archive of the old editing forum
Forum rules
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.
User avatar
Sgt. Shivers
Posts: 1743
Joined: Fri Jun 22, 2012 5:39 am

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

Post by Sgt. Shivers »

edward850 wrote:
Sgt. Shivers wrote:How do I make those text screens that you see at epidode ends?
[wiki]Cluster_definition[/wiki]
Sgt. Shivers wrote:How would I make one of those appear when you start a new game?
There is no internal method of doing this (entertext only works if you are entering from a previous cluster, not a new game). Hacking something together using ACS or using a dummy map as the start would do the trick, however.
Where could I find an example of entertext?
User avatar
Kappes Buur
 
 
Posts: 4171
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada

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

Post by Kappes Buur »

Sgt. Shivers wrote:Where could I find an example of entertext?
Check MAPINFO of Whispers of Satan
http://www.doomworld.com/idgames/index. ... asc&page=1
User avatar
Sgt. Shivers
Posts: 1743
Joined: Fri Jun 22, 2012 5:39 am

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

Post by Sgt. Shivers »

Kappes Buur wrote:
Sgt. Shivers wrote:Where could I find an example of entertext?
Check MAPINFO of Whispers of Satan
http://www.doomworld.com/idgames/index. ... asc&page=1
I tried doing what they did but I keep getting errors.
EDIT: I would also like to know how to make a proper LANGUAGE lump, maybe that could help with this. I know there was something like /n but I can't remember.
User avatar
Enjay
 
 
Posts: 26962
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

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

Post by Enjay »

How do I (or more likely, is it possible) to animate the full screen graphics with ANIMDEFS?

I've tried animating the TITLEPIC and BOSSBACK with test code similar to this:

Code: Select all

texture BOSSBACK
pic BOSSBACK tics 4
pic INTERPIC tics 4
pic CREDIT tics 4
pic TITLEPIC tics 4
That kind of entry can get graphics such as M_DOOM animating but the full screen graphics just seem to ignore it. I know that I can use a TITLEMAP to replace the TITLEPIC and I could probably use MAPINFO for the INTERPIC. I don't know if something similar can be done with BOSSBACK. I was hoping that it would be possible to do it with ANIMDEFS because that would be simpler.
User avatar
Sgt. Shivers
Posts: 1743
Joined: Fri Jun 22, 2012 5:39 am

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

Post by Sgt. Shivers »

How do I make a homing projectile?
Blue Shadow
Posts: 5040
Joined: Sun Nov 14, 2010 12:59 am

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

Post by Blue Shadow »

[wiki]A_SeekerMissile[/wiki]
User avatar
Sgt. Shivers
Posts: 1743
Joined: Fri Jun 22, 2012 5:39 am

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

Post by Sgt. Shivers »

How do I make linebreaks in LANGUAGE lumps?
User avatar
Kappes Buur
 
 
Posts: 4171
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada

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

Post by Kappes Buur »

Sgt. Shivers wrote:How do I make linebreaks in LANGUAGE lumps?
Linebreaks are done the same way as in print statements, with /n.
The easiest way to find out would have been by opening the file language.enu, in zdoom.pk3, with your favourite text editor.
Plus, it shows you how the language messages are structured.
User avatar
BigProjectAlone
Posts: 780
Joined: Wed Mar 21, 2012 5:38 am
Location: canada

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

Post by BigProjectAlone »

how to i do this

While(ThingCount(T_HELLKNIGHT, 5) > 0)

with a custom monsters? i've try this

While(ThingCount("Ettin2", 5) > 0)
and this
While(ThingCount(5577, 5) > 0)

and it dont work, the door open before i kill those monsters
User avatar
edward850
Posts: 5886
Joined: Tue Jul 19, 2005 9:06 pm
Location: New Zealand

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

Post by edward850 »

BigProjectAlone wrote:While(ThingCount("Ettin2", 5) > 0)
Almost. [wiki]ThingCountName[/wiki] does exactly that.
BigProjectAlone wrote:While(ThingCount(5577, 5) > 0)
Wrong number. [wiki]ThingCount[/wiki] uses [wiki]SpawnID[/wiki]'s.
User avatar
BigProjectAlone
Posts: 780
Joined: Wed Mar 21, 2012 5:38 am
Location: canada

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

Post by BigProjectAlone »

thank you !!!
User avatar
Sgt. Shivers
Posts: 1743
Joined: Fri Jun 22, 2012 5:39 am

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

Post by Sgt. Shivers »

How do I remove all of a players weapons/give the player a new weapon at the start of a stage?
Is it possible to do this without ACS?
User avatar
twinkieman93
Posts: 1075
Joined: Fri Aug 10, 2007 11:13 pm

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

Post by twinkieman93 »

Sgt. Shivers wrote:How do I remove all of a players weapons/give the player a new weapon at the start of a stage?
Is it possible to do this without ACS?
I think so, but it'd require dummy actors placed at the spawn that take all your stuff, give you new stuff, then vanish. ACS would be a much cleaner way to do it in any case.
User avatar
cocka
Posts: 1520
Joined: Sat Jul 02, 2011 7:21 am
Location: Hungary

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

Post by cocka »

Blue Shadow
Posts: 5040
Joined: Sun Nov 14, 2010 12:59 am

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

Post by Blue Shadow »

Sgt. Shivers wrote:How do I remove all of a players weapons/give the player a new weapon at the start of a stage?
Is it possible to do this without ACS?
Use a custom inventory item that would take the player's weapons and give them the 'stage' weapon.

Code: Select all

ACTOR ResetWeapons : CustomInventory
{
  States
  {
  Pickup:
    TNT1 A 0 A_TakeInventory("Fist", 1)
    TNT1 A 0 A_TakeInventory("Chainsaw", 1)
    TNT1 A 0 A_TakeInventory("Pistol", 1)
    TNT1 A 0 A_TakeInventory("Shotgun", 1)
    TNT1 A 0 A_TakeInventory("SuperShotgun", 1)
    TNT1 A 0 A_TakeInventory("Chaingun", 1)
    TNT1 A 0 A_TakeInventory("RocketLauncher", 1)
    TNT1 A 0 A_TakeInventory("PlasmaRifle", 1)
    TNT1 A 0 A_TakeInventory("BFG9000", 1)
    TNT1 A 0 A_GiveInventory("Shotgun", 1) // Give stage weapon
    Stop
  }
}
Spoiler: ACS way if you're interested

Return to “Editing (Archive)”