Where could I find an example of entertext?edward850 wrote:[wiki]Cluster_definition[/wiki]Sgt. Shivers wrote:How do I make those text screens that you see at epidode ends?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.Sgt. Shivers wrote:How would I make one of those appear when you start a new game?
The "How do I..." Thread
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.
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.
-
- Posts: 1743
- Joined: Fri Jun 22, 2012 5:39 am
Re: The "How do I..." Thread
-
-
- 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
Check MAPINFO of Whispers of SatanSgt. Shivers wrote:Where could I find an example of entertext?
http://www.doomworld.com/idgames/index. ... asc&page=1
-
- Posts: 1743
- Joined: Fri Jun 22, 2012 5:39 am
Re: The "How do I..." Thread
I tried doing what they did but I keep getting errors.Kappes Buur wrote:Check MAPINFO of Whispers of SatanSgt. Shivers wrote:Where could I find an example of entertext?
http://www.doomworld.com/idgames/index. ... asc&page=1
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.
-
-
- Posts: 26962
- Joined: Tue Jul 15, 2003 4:58 pm
- Location: Scotland
Re: The "How do I..." Thread
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:
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.
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
-
- Posts: 1743
- Joined: Fri Jun 22, 2012 5:39 am
Re: The "How do I..." Thread
How do I make a homing projectile?
-
- Posts: 5040
- Joined: Sun Nov 14, 2010 12:59 am
Re: The "How do I..." Thread
[wiki]A_SeekerMissile[/wiki]
-
- Posts: 1743
- Joined: Fri Jun 22, 2012 5:39 am
Re: The "How do I..." Thread
How do I make linebreaks in LANGUAGE lumps?
-
-
- 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
Linebreaks are done the same way as in print statements, with /n.Sgt. Shivers wrote:How do I make linebreaks in LANGUAGE lumps?
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.
-
- Posts: 780
- Joined: Wed Mar 21, 2012 5:38 am
- Location: canada
Re: The "How do I..." Thread
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
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
-
- Posts: 5886
- Joined: Tue Jul 19, 2005 9:06 pm
- Location: New Zealand
Re: The "How do I..." Thread
Almost. [wiki]ThingCountName[/wiki] does exactly that.BigProjectAlone wrote:While(ThingCount("Ettin2", 5) > 0)
Wrong number. [wiki]ThingCount[/wiki] uses [wiki]SpawnID[/wiki]'s.BigProjectAlone wrote:While(ThingCount(5577, 5) > 0)
-
- Posts: 780
- Joined: Wed Mar 21, 2012 5:38 am
- Location: canada
Re: The "How do I..." Thread
thank you !!!
-
- Posts: 1743
- Joined: Fri Jun 22, 2012 5:39 am
Re: The "How do I..." Thread
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?
Is it possible to do this without ACS?
-
- Posts: 1075
- Joined: Fri Aug 10, 2007 11:13 pm
Re: The "How do I..." Thread
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.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?
-
- Posts: 1520
- Joined: Sat Jul 02, 2011 7:21 am
- Location: Hungary
-
- Posts: 5040
- Joined: Sun Nov 14, 2010 12:59 am
Re: The "How do I..." Thread
Use a custom inventory item that would take the player's weapons and give them the 'stage' weapon.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?
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