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About IronLich86
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main weapon appears out of ammo and more
IronLich86 replied to IronLich86's question in Editing Questions
OH YEAH! Now it works! As you said, I have to modify the status bar. Thank you very much for the help and for the example! It has been very good for me to understand how the status bar works and to be able to modify it. The only problem is that I can't get them to show up. ACTOR NewBlueCard : Key replaces BlueCard { Radius 20 Height 16 +NOTDMATCH Species "BlueCard" Inventory.PickupMessage "Blue access diskette" Inventory.Icon "STKEYS0" States { Spawn: BKEY A -1 Stop } } ACTOR NewYellowCard : Key replaces YellowCard { Radius 20 Height 16 +NOTDMATCH Species "YellowCard" Inventory.PickupMessage "Yellow access diskette" Inventory.Icon "STKEYS1" States { Spawn: YKEY A -1 Stop } } ACTOR NewRedCard : Key replaces RedCard { Radius 20 Height 16 +NOTDMATCH Species "RedCard" Inventory.PickupMessage "Red access diskette" Inventory.Icon "STKEYS2" States { Spawn: RKEY A -1 Stop } } ACTOR NewBlueSkull : Key replaces BlueSkull { Radius 20 Height 16 +NOTDMATCH Species "BlueCard" Inventory.PickupMessage "Blue crux access key" Inventory.Icon "STKEYS3" States { Spawn: BSKU A -1 Stop } } ACTOR NewYellowSkull : Key replaces YellowSkull { Radius 20 Height 16 +NOTDMATCH Species "YellowCard" Inventory.PickupMessage "Yellow crux access key" Inventory.Icon "STKEYS4" States { Spawn: YSKU A -1 Stop } } ACTOR NewRedSkull : Key replaces RedSkull { Radius 20 Height 16 +NOTDMATCH Species "RedCard" Inventory.PickupMessage "Red crux access key" Inventory.Icon "STKEYS5" States { Spawn: RSKU A -1 Stop } } DrawSwitchableImage keyslot 2 && 5, "nullimage", "STKEYS0", "STKEYS3", "STKEYS6", 239, 171; DrawSwitchableImage keyslot 3 && 6, "nullimage", "STKEYS1", "STKEYS4", "STKEYS7", 239, 181; DrawSwitchableImage keyslot 1 && 4, "nullimage", "STKEYS2", "STKEYS5", "STKEYS8", 239, 191; Modified keys work fine and open doors, but they don't show up in the status bar, except when I use the IDKFA cheat. I do not know what I'm doing wrong. Is there a difference between the Key Card and Skull Key keys? I see they will open the same door. -
main weapon appears out of ammo and more
IronLich86 replied to IronLich86's question in Editing Questions
I've seen that I can't pick up the new ammo either, but the ammunition is displayed correctly in the map editor (Ultimate Doom Builder). Type: 2007 - Ammo clip Class: New Clip -
main weapon appears out of ammo and more
IronLich86 replied to IronLich86's question in Editing Questions
Thanks for the reply. I have made the changes but nothing changes. The same thing keeps happening. -
Different damage on A_FireBullets against an enemy with the BOSS flag.
IronLich86 replied to IronLich86's question in Editing Questions
uff. After several tests I finally understood it! Sorry for the late reply. Thanks so much for the help! -
Hi everyone! I have created a new weapon with which you start the level. The problem is that it appears with zero ammo, but in the status bar it says that you start with 50 ammo. here the code: DECWEAPS: ACTOR NewPistol : Pistol { Weapon.SelectionOrder 1900 +WEAPON.WIMPY_WEAPON Weapon.AmmoType "NewClip" Weapon.AmmoUse 1 Weapon.AmmoGive 20 Weapon.SlotNumber 2 States { Deselect: TNT1 A 0 A_Lower PISG A 1 A_Lower Loop Select: TNT1 A 0 A_Raise PISG A 1 A_Raise Loop Fire: PISG A 4 PISG A 6 A_FirePistol PISG A 4 PISG A 5 A_ReFire Goto Ready Flash: PISF A 7 Bright A_Light1 Stop } } DECAMMO: ACTOR NewClip : Clip replaces Clip { Inventory.Amount 10 Inventory.MaxAmount 200 Inventory.PickupMessage "Got an ammo clip" States { Spawn: CLIP B -1 Stop } } DECORATE: #include "DECWEAPS" #include "DECAMMO" #include "DECHEAL" ACTOR NeoDoomGuy : DoomPlayer replaces DoomPlayer { Player.DisplayName "NeoMarine" Player.StartItem "NewPistol" Player.StartItem "NewFist" Player.StartItem "NewClip", 50 Player.WeaponSlot 1, "NewFist" Player.WeaponSlot 2, "NewPistol" } The other problem, in the same mod, is when using the IDFA and IDKFA cheats. When activated it gives all weapons but without maximum ammo, and the status bar shows max ammo. Does anyone know where the problem comes from? Thanks.
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Different damage on A_FireBullets against an enemy with the BOSS flag.
IronLich86 posted a question in Editing Questions
Hi everyone! I don't know if it is well explained in the title. What I would like to know is if it is possible to do specific damage to normal enemies and another to those with the BOSS flag. Here is an example of what I am trying to achieve: CLASS BloodScepter2 : Weapon { Default { Radius 20; Height 20; Weapon.SelectionOrder 500; Weapon.KickBack -150; Weapon.YAdjust 10; Weapon.AmmoUse 10; Weapon.AmmoGive 60; Weapon.AmmoType "SkullRodAmmo"; Inventory.PickupMessage "Blood Scepter"; DamageType "Normal"; Obituary "%o was bloodied up by %k"; Decal "BloodSplat"; Damage 15; } States { Spawn: BDSP J -1; Loop; Select: BDSP A 1 A_Raise; Loop; Deselect: BDSP A 1 A_Lower; Loop; Ready: BDSP A 1 A_WeaponReady; Loop; Fire: BDSP B 4; BDSP C 0 A_PlaySound("BloodScepter/Fire"); BDSP C 6 A_FireBullets(15, 8, 15,damage,"BloodPuff2"); BDSP B 4; BDSP A 12; Goto Ready; } override int DoSpecialDamage(Actor target,int damage,Name damagetype) { if(target.bBOSS) { damage = 6; } return damage; } } I thought this would be the solution, but it doesn't do any harm at all. Any idea? Thanks! -
Hi everyone! I am modifying the HellSmith monster in ZScript and the A_SetReflectiveInvulnerable function and the INVULNERABLE flag is not working at all, the monster continues to take damage. I don't know where the problem may be, but it is not normal. Here part of the code Pain: SMT2 E 3 A_Pain; SMT2 E 5 A_Jump(128, 1); Goto See; SMT2 G 6 { A_FaceTarget(); A_StartSound("monster/hamswg"); bREFLECTIVE = true; bINVULNERABLE = true; } SMT2 H 6 A_FaceTarget; TNT1 A 0 A_SpawnProjectile("PentaLine1", 0, 0,-72,CMF_AIMDIRECTION); TNT1 A 0 A_SpawnProjectile("PentaLine1", 0, 0,-144,CMF_AIMDIRECTION); TNT1 A 0 A_SpawnProjectile("PentaLine1", 0, 0,-216,CMF_AIMDIRECTION); TNT1 A 0 A_SpawnProjectile("PentaLine1", 0, 0,-288,CMF_AIMDIRECTION); TNT1 A 0 A_SpawnProjectile("PentaLine1", 0, 0, 0,CMF_AIMDIRECTION); SMT2 I 1 A_StartSound("monster/hamflr"); // SMT2 H 6 A_SmithPentaLine1(); SMT2 IIIIIIIIII 7 HealThing(20); // Total 200 hp SMT2 B 4 { bREFLECTIVE = false; bINVULNERABLE = false; } // SMT2 B 0 A_UnSetReflectiveInvulnerable; Goto See; I use Slade3 for coding and Ultimate GZDoom Builder for testing. I appreciate any help.
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Hello everyone! I'm trying to create a projectile that bounces a few times, and when its velocity reaches 0 it stops on the ground for a moment. After a short time, it begins to blink rapidly and then enters its state of death. This is the actor: ACTOR SLMines { Radius 12 Height 12 Speed 8 FastSpeed 10 Damage 2 PROJECTILE -NOGRAVITY +THRUGHOST +DROPOFF +DONTHARMSPECIES +DOOMBOUNCE +MOVEWITHSECTOR RenderStyle Normal BounceFactor 0.7 WallBounceFactor 0.7 // BounceCount 6 ReactionTime 10 Var Int user_count; States { Spawn: SLBL ABC 4 A_JumpIf(Floorz == z,"Idle") <-- (I have also tried with (BounceFactor <= 0,"Idle") and (Speed <= 0,"Idle") but it does not work) Loop Idle: TNT1 A 0 A_Stop TNT1 A 0 A_JumpIf(user_count >= 10,"CountDown") SLBL A 16 SLBL A 4 Bright SLBL A 0 A_Jump(32, 2) SLBL A 0 A_SetUserVar("user_count",user_count+1) SLBL A 0 Goto Idle+1 CountDown: SLBL A 14 SLBL A 3 Bright SLBL A 10 SLBL A 3 Bright SLBL A 6 SLBL A 3 Bright SLBL A 2 SLBL A 2 Bright SLBL A 1 SLBL A 1 Bright SLBL A 1 SLBL A 1 Bright SLBL A 1 SLBL A 1 Bright SLBL A 1 SLBL A 1 Bright SLBL A 1 SLBL A 1 Bright Goto Death Death: FX02 F 4 Bright A_Explode FX02 GHIJ 4 Bright Stop } } With "BOUNCEFACTOR <= 0" and "SPEED <= 0" it just bounces and then enters its death state. With "FLOORZ == Z" goes through the "Idle" state, but does not bounce, it just stands on the ground when spawned. Any idea how to solve? Thanks.
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sorry for answering late I have read the User variable page but I still do not understand it at all. I would like to know what the symbols are for <, >, ==, ++, -- I leave two examples writing down my doubts ACTOR SpecialZombieMan : ZombieMan { var int user_rockets; States { Spawn: POSS A 0 NoDelay { // See anonymous functions. user_rockets = 5; } Idle: Goto Super::Spawn Missile: POSS E 10 A_FaceTarget POSS F 8 { If(user_rockets > 0) <--(this is that if it reaches 0 it can no longer shoot more missiles?) { A_CustomMissile("Rocket"); user_rockets--; <--(what does -- ?) } Else { A_PosAttack; } } POSS E 8 Goto See } } -------------------------------------- var int user_mad; states { See: TNT1 A 0 TNT1 A 0 a_jumpif(User_mad>=1,"See2") <--(what does >=1 ?) CDW2 ABC 8 A_Chase TNT1 A 0 A_jumpifinventory("CacoSafety",4,"Vuln") CDW2 FED 8 A_Chase TNT1 A 0 Loop See2: CDW2 ABCFED 5 A_Chase loop Vuln: CDW2 K 3 CDW2 L 3 a_pain TNT1 A 0 A_changeflag("Nopain",false) TNT1 A 0 A_changeflag("Invulnerable",false) TNT1 A 0 A_changeflag("MissileEvenMore",true) TNT1 A 0 A_setuservar("User_mad",user_mad+1) <--(what does user_mad+1 ?) TNT1 A 0 A_setspeed(24) CDW2 M 3 Goto see Missile: TNT1 A 0 TNT1 A 0 a_jumpif(User_mad>=1,"Missile2") TNT1 A 0 A_Jump(255,"Handy","Bloody") TNT1 A 0 Goto see Missile2: TNT1 A 0 TNT1 A 0 A_Jump(255,"Handy2","Bloody2","portal","spikes") TNT1 A 0 Goto see thanks for the answer!
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Hello everyone! Could someone explain to me how A_SetUserVar works? I've been reading in ZDoom Wiki, but I still do not understand how it works.