BTW, as Sgt. Shivers said, you wont be legally able to distribute this wad.
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.
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Ravick
- Posts: 2055
- Joined: Sun Aug 22, 2010 10:59 pm
- Location: Tubarão, Brasil
Re: The "How do I..." Thread
Don't do it with Doombuilder, use a wad editor that allows you to open multiple wads, like Slade3 or SlumpEd. I believe, however, you'll have problems with lumps that uses the same name.
BTW, as Sgt. Shivers said, you wont be legally able to distribute this wad.
BTW, as Sgt. Shivers said, you wont be legally able to distribute this wad.
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Another Imp
- Posts: 3
- Joined: Mon Dec 24, 2012 4:58 pm
Re: The "How do I..." Thread
@Sgt. Shivers
Not planning to distribute it, that would be redistribution of properties I don't lay claim to...
@Ravick
Have tried copying the maps with slade3 but the map markers become corrupted or something, they just stop working, not sure what the cause is, is this a common problem? Is it fixable?
Not planning to distribute it, that would be redistribution of properties I don't lay claim to...
@Ravick
Have tried copying the maps with slade3 but the map markers become corrupted or something, they just stop working, not sure what the cause is, is this a common problem? Is it fixable?
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cocka
- Posts: 1520
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- Location: Hungary
Re: The "How do I..." Thread
If you just want to merge the two iwads, it's a bit more work, but only the animdefs and doom 1 textures and of course the maps are needed to do this.
You have to completely rewrite the mapinfo, the map lump name etc..
You have to completely rewrite the mapinfo, the map lump name etc..
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Another Imp
- Posts: 3
- Joined: Mon Dec 24, 2012 4:58 pm
Re: The "How do I..." Thread
if I put the maps and textures for doomu in a new directory and do the same for doom2, is there a way to code that, if so is there a tutorial on how to do that?
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Scripten
- Posts: 868
- Joined: Sat May 30, 2009 9:11 pm
Re: The "How do I..." Thread
Hey all. I'm having a bit of trouble here. I'm trying to make a fairly simple powerup that is entirely permanent. That is, the player picks the item up once and then it stays in his inventory between levels and everything. So far, it works fine when first picked up, but I just can't seem to get it to carry over into the next level.
Here's what I've got so far:
JumpBooster is a powerupgiver just like on the wiki. Anyone have an idea as to why this isn't sticking around?
Here's what I've got so far:
Code: Select all
ACTOR Test_Pickup : CustomInventory 10001
{
+ INVENTORY.AUTOACTIVATE
+ INVENTORY.ALWAYSPICKUP
States
{
Spawn:
TNT1 A 4
loop
Use:
TNT1 A 0 A_GiveInventory ("JumpBooster", 1)
TNT1 A 0 A_GiveInventory ("Test", 1)
TNT1 A 0
stop
}
}
ACTOR Test : CustomInventory
{
+ INVENTORY.AUTOACTIVATE
+ INVENTORY.ALWAYSPICKUP
+ INVENTORY.PERSISTENTPOWER
+ INVENTORY.HUBPOWER
Inventory.Amount 1
Inventory.MaxAmount 1
Tag "test"
States
{
Spawn:
TNT1 A 4
loop
Use:
TNT1 A 0
fail
}
}-
BigProjectAlone
- Posts: 780
- Joined: Wed Mar 21, 2012 5:38 am
- Location: canada
Re: The "How do I..." Thread
try adding thisScripten wrote:Hey all. I'm having a bit of trouble here. I'm trying to make a fairly simple powerup that is entirely permanent. That is, the player picks the item up once and then it stays in his inventory between levels and everything. So far, it works fine when first picked up, but I just can't seem to get it to carry over into the next level.
Here's what I've got so far:
JumpBooster is a powerupgiver just like on the wiki. Anyone have an idea as to why this isn't sticking around?Code: Select all
ACTOR Test_Pickup : CustomInventory 10001 { + INVENTORY.AUTOACTIVATE + INVENTORY.ALWAYSPICKUP States { Spawn: TNT1 A 4 loop Use: TNT1 A 0 A_GiveInventory ("JumpBooster", 1) TNT1 A 0 A_GiveInventory ("Test", 1) TNT1 A 0 stop } } ACTOR Test : CustomInventory { + INVENTORY.AUTOACTIVATE + INVENTORY.ALWAYSPICKUP + INVENTORY.PERSISTENTPOWER + INVENTORY.HUBPOWER Inventory.Amount 1 Inventory.MaxAmount 1 Tag "test" States { Spawn: TNT1 A 4 loop Use: TNT1 A 0 fail } }
+INVENTORY.HUBPOWER
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Scripten
- Posts: 868
- Joined: Sat May 30, 2009 9:11 pm
Re: The "How do I..." Thread
No use. I've added both that and Inventory.PersistentPower to each definition in turn, and neither seems to work. Or is there just no way to keep inventory between levels that are not part of a hub?
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Blue Shadow
- Posts: 5046
- Joined: Sun Nov 14, 2010 12:59 am
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Scripten
- Posts: 868
- Joined: Sat May 30, 2009 9:11 pm
Re: The "How do I..." Thread
Yep. Crowdsourcing for assistance. I figure someone must know this fairly well between the two sites. I've been having trouble getting this simple bit to work for the last two days. It's frustrating, since I'd like to start working on other things, but this functionality is fundamental to the project I'm working on.
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zrrion the insect
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Re: The "How do I..." Thread
I think +INVENTORY.UNDROPPABLE will do the trick.
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Matt
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Re: The "How do I..." Thread
I know in ZDoom it's inventory.interhubamount x, where x is the maxamount, but it's not in Zandronum.
My workaround in Zand? Make the item into a weapon and use ammo.
(Alternatively, you can consider the old Hideous Destructor hack where you had a hidden ammo item and you regularly updated the inventory amount to match the ammo amount, and made sure the ammo was used up each time you used up the item.)
EDIT: Just out of curiosity, does anyone know why interhubamount was defined this way instead of just a yes/no flag? Has anyone ever actually put to good use this ability to strip all but [some arbitrary # more than 1] of an inventory item between hubs?
My workaround in Zand? Make the item into a weapon and use ammo.
(Alternatively, you can consider the old Hideous Destructor hack where you had a hidden ammo item and you regularly updated the inventory amount to match the ammo amount, and made sure the ammo was used up each time you used up the item.)
EDIT: Just out of curiosity, does anyone know why interhubamount was defined this way instead of just a yes/no flag? Has anyone ever actually put to good use this ability to strip all but [some arbitrary # more than 1] of an inventory item between hubs?
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Xaser
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- Posts: 10774
- Joined: Sun Jul 20, 2003 12:15 pm
Re: The "How do I..." Thread
It was just a yes/no flag for the longest time: the "INVENTORY.INTERHUBSTRIP" flag. Try specifically un-setting that.
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jpalomo
- Posts: 773
- Joined: Mon May 17, 2010 9:45 am
Re: The "How do I..." Thread
I've got 3 items that can potentially drop from a monster. I want 2 of them only to spawn if the player has a specific item in his/her inventory. How would I go about doing this?
Came up with a hacky solution using a spawner that performs state jumps based on the target's inventory. This also solves my issue of respawning monsters when you leave an area.
Came up with a hacky solution using a spawner that performs state jumps based on the target's inventory. This also solves my issue of respawning monsters when you leave an area.
Last edited by jpalomo on Sat Jan 12, 2013 8:47 pm, edited 1 time in total.
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Stardust
- Posts: 57
- Joined: Sat Jan 12, 2013 6:41 pm
- Location: France
Re: The "How do I..." Thread
Also have I a question. With the script function SetActorProperty (Wiki : http://zdoom.org/wiki/SetActorProperty)
Trigerring the script works, I tried with APROP_Gravity and the actor got its gravity affected.
Through..there is a problem with APROP_DamageFactor ! Actually, is it even possible to code it ? Aren't there not enough values to fill ?
What I mean is that.
The formula on the Wiki says void SetActorProperty (int tid, int property, int value)
If I would like to affect the gravity, I just have to place APROP_Gravity as property, and a number (<0 for increasing gravity and >1 for reducing it) as value. Nothing wrong here.
But now, I think APROP_DamageFactor needs several values ! Because you know, you have to say how much the damages will be multiplicated, as well as which damagetype. So let's place APROP_DamageFactor as property, and then what information must I place in "value" ?! Because I have two informations to write, like I said the damage multiplier number, AND the ID of the damage that'll be affected by that damage multiplier number. If I try putting the 4 arguments (for instance,That is supposed to hurt 4 times stronger the actor when hurt by a BazookaTest damagetype), it says Incorrect number of arguments when I try to compile it.
If tl;dr : in a general way, I'd like to know accurately how does APROP_DamageFactor works. What's its structure and all.
Thanks a lot if you could help me.
Trigerring the script works, I tried with APROP_Gravity and the actor got its gravity affected.
Through..there is a problem with APROP_DamageFactor ! Actually, is it even possible to code it ? Aren't there not enough values to fill ?
What I mean is that.
The formula on the Wiki says void SetActorProperty (int tid, int property, int value)
If I would like to affect the gravity, I just have to place APROP_Gravity as property, and a number (<0 for increasing gravity and >1 for reducing it) as value. Nothing wrong here.
But now, I think APROP_DamageFactor needs several values ! Because you know, you have to say how much the damages will be multiplicated, as well as which damagetype. So let's place APROP_DamageFactor as property, and then what information must I place in "value" ?! Because I have two informations to write, like I said the damage multiplier number, AND the ID of the damage that'll be affected by that damage multiplier number. If I try putting the 4 arguments (for instance,
Code: Select all
SetActorProperty(0, APROP_DamageFactor, "BazookaTest", 4If tl;dr : in a general way, I'd like to know accurately how does APROP_DamageFactor works. What's its structure and all.
Thanks a lot if you could help me.
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edward850
- Posts: 5908
- Joined: Tue Jul 19, 2005 9:06 pm
- Location: New Zealand
Re: The "How do I..." Thread
APROP_DamageFactor in SetActorProperty is the generic damage factor, and isn't supposed to control the damage factor of any specific damage types. In-fact, it even explains this to you on the very wiki page you linked to:
Generic damage factor for the actor. It is applied before any specific DamageFactor.