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Odd slade glitches, and more...


Melonpizza

Question

Hello, in my time of using slade i stumbled acrosss two dorns in the programm

 

1.

the programm wont detect "A_Fireprojectile"

it just shows up in grey, and is not-working code, tho its a actual command.

I currently use a_firecustommissile, but its depracted. So in future my mod could be incompatable in some time.

 

2.

(for a wierd reason only on my craptop)

2021-09-19.png.f38d5a2c2e95e7505b1485e52b0f8438.png

this always happens if i look at pics in slade, its just blank white

 

also, how do i prevent a player from sprinting? (in decorate)

 

thanks

Edited by ebigautisticnerd

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If you want to prevent sprinting completely, you can create a new player class and just change two properties:

 

ACTOR MyPlayerClass : DoomPlayer

{

      Player.ForwardMove 1, 0.5

      Player.SideMove 1, 0.5

}

 

Then just specify the player class in MAPINFO:

 

Gameinfo
 {
    PlayerClasses = "MyPlayerClass"
 }

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On 9/19/2021 at 2:02 PM, Rifleman said:

If you want to prevent sprinting completely, you can create a new player class and just change two properties:

 

ACTOR MyPlayerClass : DoomPlayer

{

      Player.ForwardMove 1, 0.5

      Player.SideMove 1, 0.5

}

 

Then just specify the player class in MAPINFO:

 

Gameinfo
 {
    PlayerClasses = "MyPlayerClass"
 }

I think i explained it a little poorly, i want to prevent a player from sprinting under a condition (preferably a state)

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6 hours ago, Rifleman said:

You could use A_SetSpeed in a state and set it to 0.5, then use it again somewhere to set it back to 1.

Thats what i did, but the sprint makes you still faster.

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True, but the sprint is the same speed as normal walk with it. With 'always run', I don't think many would notice. While I have no further ideas, you might do it the other way around, the default would be no sprint and it could be activated, with the option being removable. I found this older thread that might give you some inspiration:

 

https://forum.zdoom.org/viewtopic.php?t=38411

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28 minutes ago, Rifleman said:

True, but the sprint is the same speed as normal walk with it. With 'always run', I don't think many would notice. While I have no further ideas, you might do it the other way around, the default would be no sprint and it could be activated, with the option being removable. I found this older thread that might give you some inspiration:

 

https://forum.zdoom.org/viewtopic.php?t=38411

Thanks

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On 9/21/2021 at 11:52 AM, ramon.dexter said:

Maybe if you explain what you want to do, we can give you better advice. Like, under which condition should the player sprint?

so, the weapons alfire and fire should not allow the playes to sprint (on the altfire, it ends upon pressing altfire again. and on fire it ends upon not holding fire, with a_setspeed i already got it to work. But the player can still sprint, witch makes him just a litte too fast)

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