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_reallyTired

2 questions (difficulty settings and dialogue scripts)

Question

Currently Mapping and fiddling around in GZdoomBuilder in UDMF format.

 

1) why is there 8 skill settings and are skill settings 1-5 the ones to use for dooms default difficulty settings?

 

2) is it possible to trigger dialogue by pressing use on a line/wall? The following works:

namespace ="Zdoom";
Include = "SCRIPT00";


conversation
{
	Actor = "ZombieMan";
	Page
	{
		Name = "Hello";
		Dialog = "World";
	}
}

But replacing "ZombieMan" with "SecActUseWall" and placing the necesary thing down on a wall doesnt let me use it. clearly im misunderstanding how to use the secactusewall actor but the wiki page doesnt really help me. it may be possible to trigger it without a thing at all but i need conversation ID which i dont beleive i can give to a line.

 

Thanks in advance and im sorry if im being stupid.

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I can't answer your Dialogue question, but there are eight skills supported in UDMF because that is the maximum number of skills you can select in the Skills Menu, though you can actually define up to sixteen skills if you want. The skill numbers that correspond to Doom's defaults in the editor (must stress this) are 1 (ITYTD), 2 (HNTR), 3 (HMP), 4 (UV), 5 (NM). 6, 7, and 8 are the remaining three, and they are read as Nightmare unless you define eight different skills in ZMAPINFO.

In-game, the difficulties correspond to the same number minus one, so it goes 0-15, and ACS reads the skills this way (where 0 is ITYTD and 4 is NM) instead of the editor's interface listing.

Using more than eight skills is not something I've attempted (I stick to six, myself), so I can't be sure, but I believe the only way to specify things to appear or not appear on difficulties 9-16 have to be done through ACS.

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Posted (edited)
14 hours ago, Aquila Chrysaetos said:

I can't answer your Dialogue question

 

That's fine, you answered my other question perfectly though thank you, the second question is something I might get more help on the zdoom forums I feel so I'll ask there too

 

EDIT: in case someone tries to do the same thing as me with dialogue on lines its actually really simple and doesnt need you to use the SecActUseWall thing.

 

place an actor down outside the map, in my case i used an explosive barrel and make sure you change the actor name on the script to the correct one, then give it a thing ID tag. Then set your walls action to Start conversation and set it to target the appropriate Thing id. thats literally it, i dont know why that was so hard for me?

Edited by _reallyTired : i found the answer to the remaining question on my own

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