Gez Posted November 2, 2017 (edited) 9 minutes ago, MasterRhan said: I have a problem with a mod I'm making, I want to make the Chaingunner use the pistol sound when firiing, so I make a new actor replacing him and uses attacksound "DSPISTOL" But now when he fires it's silent? My code: Actor Commando : ChaingunGuy replaces ChaingunGuy { AttackSound "DSPISTOL" } ZDoom uses a system derived from Hexen where the sound lumps are abstracted. There's the "logical" name and the "physical" name. Basically, what you want to do here is simpler to accomplish using just the SNDINFO lump instead of DECORATE. SNDINFO code: chainguy/attack DSPISTOL And there you go. 1 Share this post Link to post
MasterRhan Posted November 2, 2017 Another question, is there a way to make a burst rifle replacement for the pistol? I knew that there was a wad on moddb that had one but I can't find it anymore. I know how to make a Doomplayer replacement and got the sprites for it, but don't know how to code it to burst-fire.It should be indentical to the pistol but fires in bursts. 0 Share this post Link to post
Misty Posted November 2, 2017 I have small problem - I wanted to animate same two switches, one from off to on and second on to off phases in boom switches lump. After I put them in new rows and saving edit, SWITCHES lump turns into unknown lump in slade. I don't know if this is intended thing or I just made mistake somewhere while doing this. Maybe someone could explain how this thing correctly should work? 0 Share this post Link to post
Dragonfly Posted November 2, 2017 @Gez & @Graf Zahl I helped Bauul achieve the effect they desired via private conversation, see the below quote for the result! On 31/10/2017 at 2:16 AM, Bauul said: Experimenting with using custom sky textures, line portals and translucent mid-textures to achieve a simplistic (but therefore computationally efficient) reflection effect. 3 Share this post Link to post
SP_FACE1 Posted November 4, 2017 Is there a simple way to reset/drop all weapons after completing a level? I'm going to play three WADs today in coop. Each WAD has a single map. Instead of relaunching DooM after each WAD I was planning to place all the levels on a single WAD file and map the levels to map01, map02 and map03. But that would mean that all the weapons remain from level to level. So I would need a way to reset them. I'm going to use Zandronum. 0 Share this post Link to post
Marlamir Posted November 4, 2017 Try this script, it should work #include "zcommon.acs" script 1 enter { ClearInventory(); } 1 Share this post Link to post
Gez Posted November 4, 2017 You'll have to make it a library script. And make it load with LOADACS. 2 Share this post Link to post
SP_FACE1 Posted November 4, 2017 Thanks, sounds simple but I have no idea how to do all that :/ Last time I've done Doom editing was in the nineties. 0 Share this post Link to post
Gez Posted November 4, 2017 Well if you don't want to do it yourself, you can try Pistol Start Enforcer or Simple Pistol Starter. 1 Share this post Link to post
CARRiON Posted November 6, 2017 Could one theoretically add things to a map without ever touching a map editor? For example, adding things to say Map02 that were not there before? I swear I just recently saw something like this in a wad and I already forgot what wad it was and it got me really curious. This is just a question for fun by the way, I know how to use a DoomBuilder. :p 0 Share this post Link to post
Gez Posted November 6, 2017 You can, sorta, but you have to use ungodly hacks. Brutal Doom does that AFAIK by testing the presence of some actors at some given places, and if it finds them it assumes that it's the unmodified map it thinks it is, and spawns additional decoration at various places. 0 Share this post Link to post
Clay Posted November 6, 2017 Why does this shoot 3 rockets? I just want the one. ACTOR StaffWeapon : weapon replaces RocketLauncher { Weapon.SelectionOrder 50 Weapon.AmmoUse 1 Weapon.AmmoGive 20 Weapon.AmmoType "RocketAmmo" +WEAPON.NOAUTOFIRE Inventory.PickupMessage "%Got A Staff Weapon%" States { Spawn: PNIP A -1 Stop Ready: STAF H 1 A_WeaponReady Loop Deselect: STAF H 1 A_Lower Loop Select: STAF H 1 A_Raise Loop Fire: STAF ABCD 1 A_GunFlash STAF EFG 1 A_FireMissile STAF HHHH 6 Goto Ready } } 0 Share this post Link to post
scifista42 Posted November 6, 2017 The code: STAF EFG 1 A_FireMissile Is equivalent to: STAF E 1 A_FireMissile STAF F 1 A_FireMissile STAF G 1 A_FireMissile You want this instead: STAF E 1 A_FireMissile STAF FG 1 1 Share this post Link to post
Clay Posted November 6, 2017 5 minutes ago, scifista42 said: This code: I could have made money on a bit just now. I bet myself you would be the one to chime in. Thanks for your answer. I learned something today. This is my first crack at weapons decorate. 0 Share this post Link to post
Empyre Posted November 6, 2017 I would have answered it if I happened to see it before Scifista42 did. My answer would have done the job, but his answer is more elegant than mine would have been. 1 Share this post Link to post
Clay Posted November 6, 2017 Just now, Empyre said: I would have answered it if I happened to see it before Scifista42 did. My answer would have done the job, but his answer is more elegant than mine would have been. I have seen you chime in on these things quite a bit. I think it's just that Scifista42 has, to me, been associated with knowing the nitty gritty details of code as it relates to doom at least. 0 Share this post Link to post
Empyre Posted November 6, 2017 5 minutes ago, DemonusDefunctus said: I have seen you chime in on these things quite a bit. I think it's just that Scifista42 has, to me, been associated with knowing the nitty gritty details of code as it relates to doom at least. Yes, he knows more than I do partially because I am still relatively new to coding for Doom, but I knew this one and was ready to answer, but then I scrolled down and saw that it was already answered. 0 Share this post Link to post
Clay Posted November 6, 2017 I know. Sometime you guys make me feel so stupid :P. But my wife has lots of experience with code. so she helps out with the logic problems when she has the time. I am more of an artist and an engineer/inventor. Code has always been my weakest area...to the point where I am still using decorate over ZScript because... scared...of stupid. 0 Share this post Link to post
Empyre Posted November 6, 2017 If you use DECORATE, it might find its way onto a Zandronum server. Art is my weakest link. You are not stupid. You just have smarts in different areas from coders. 1 Share this post Link to post
Gez Posted November 6, 2017 And I'll point out that the same thing is happening with your STAF ABCD 1 A_GunFlash. Besides, you don't even have any flash state anyway... 0 Share this post Link to post
Clay Posted November 6, 2017 32 minutes ago, Gez said: And I'll point out that the same thing is happening with your STAF ABCD 1 A_GunFlash. Besides, you don't even have any flash state anyway... Yeah, was supposed to be removed I did it right after posting. Should have updated the OP. 0 Share this post Link to post
mgr_inz_rafal Posted November 7, 2017 Dear DooMers, Is there a way to rotate PolyObj to a specific angle? Not left or right, but exactly TO? 0 Share this post Link to post
CARRiON Posted November 8, 2017 On 11/5/2017 at 6:21 PM, Gez said: You can, sorta, but you have to use ungodly hacks. Brutal Doom does that AFAIK by testing the presence of some actors at some given places, and if it finds them it assumes that it's the unmodified map it thinks it is, and spawns additional decoration at various places. I figured it would be hacky, and taking a peak inside Brutal DOOM didn't help. What a god damn mess. I couldn't really understand how he went about doing it at all. It doesn't really matter though, I was just curious. 1 Share this post Link to post
Clay Posted November 8, 2017 (edited) With missile sprites like the rocket for example how are the rotations handled. Is it just and internal process that read the extra part of the sprite name? Like if I use say STAF A 1 A_FireMissile...is there anything else I need to do other than name the rotations like STABLA6A4, STABLA7A, etc? Figured it out. I was right. I was only asking ahead of time because someone was doing the sprites for me and wanted implement them right away. Edited November 8, 2017 by DemonusDefunctus 0 Share this post Link to post
scifista42 Posted November 8, 2017 21 hours ago, mgr_inz_rafal said: Dear DooMers, Is there a way to rotate PolyObj to a specific angle? Not left or right, but exactly TO? Make an ACS variable and initialize its value to represent the polyobject's angle. Operate the polyobject exclusively via scripts that appropriately update the variable's value whenever the polyobject rotates, so the value will always match the current angle. Achieve your goal via a script that reads the variable, checks its difference from the target angle, and rotates the polyobject that much into an appropriate direction. 0 Share this post Link to post
Gez Posted November 8, 2017 Or make a feature suggestion for a "polyobj_rotateto" function. That's how we got polyobj_moveto after all. 0 Share this post Link to post
mgr_inz_rafal Posted November 9, 2017 (edited) Thank you guys, I am actuallty glad that there is no easy way since I already faked my effect by manipulating textures. Light will also follow you in the final release. Will not work correctly in multiplayer, though. Anyway, is this the correct place to make suggestions or even contribute? https://github.com/coelckers/gzdoom 1 Share this post Link to post
Gez Posted November 9, 2017 Try here, unless you're willing to do the code yourself, then GitHub works (though it's still better to also make a thread on the Code Submission forum to mention it). 0 Share this post Link to post
Clay Posted November 9, 2017 (edited) Ran into a snag. Been working on the decorate for my Spas12 and have some sound problems. I have the fire and pump sounds on different channels and have tried various combos in order to make it work. Am I missing something? NVM . Same stupid mistake as before. :( 0 Share this post Link to post