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Weapons with mutli-word names
Posted: Sun Feb 16, 2014 5:27 pm
by Lollipop
The title should say all, but I will explain further:
I saw some discussion whenever this was possible or not on this forum once, but I have searched for a bit now and I have not found it.
What I mean is that I want a weapon with a name that is split up in two words, so instead of having "some_weapon" you have "Some weapon".
Is this actually possible? And if it is, then how?
I found no actual documentation of this on the zdoom wiki, and googling different sentences I could come in mind of, which should yield any forum post regarding it on the zdoom forums, didn't give anything either.
RE: Weapons with mutli-word names
Posted: Sun Feb 16, 2014 5:44 pm
by Combinebobnt
Put quotes around it like you did in your post.
RE: Weapons with mutli-word names
Posted: Sun Feb 16, 2014 5:54 pm
by Ænima
Combinebobnt wrote:
Put quotes around it like you did in your post.
Yup.
And this applies to any DECORATE actor name, you can have an actor name with spaces in it as long as you place it in quotes.
RE: Weapons with mutli-word names
Posted: Sun Feb 16, 2014 6:33 pm
by Ijon Tichy
Fun fact: "~" appears as a space in SMALLFONT, and also can't be typed in the console. You can however use it directly in the INI, or in an autoexec.cfg.
Just Saying
RE: Weapons with mutli-word names
Posted: Sun Feb 16, 2014 6:56 pm
by Lollipop
Thanks a bunch folks :D
Now you can maybe also tell me why a value of 0 in an offet in DECORATE does absolutely nothing?
Try these offsets in the same state after each other:
SHGT A 12 offset(30, 60)
SHGT A 12 offset(0, 32)
SHGT A 12
This is a bit of a WTF to be, and I do not quite understand if this is a bug or not, as it hinders totally centering the sprite on one axis, while moving the other. It kind of forces you to center both at the same time if you want it centered. I know it isn't a big deal, but it sure is confusing.
I also did not think of this as being enough of an issur to have it's own thread, and it is actually the same file.
EDIT: wierd offset thing happens both in zdoom and gzdoom.
RE: Weapons with mutli-word names
Posted: Sun Feb 16, 2014 9:14 pm
by Cruduxy
X offset by default is 0 and y default is 32.
RE: Weapons with mutli-word names
Posted: Mon Feb 17, 2014 10:11 am
by Lollipop
I didn't ask what the defaults were, I simply asked if it was intended or if it was a bug that the engine simply don't take 0 for an answer.
RE: Weapons with mutli-word names
Posted: Mon Feb 17, 2014 10:33 pm
by Klofkac
Wiki snip wrote:Note that Offset(0, 0) is interpreted as "keep previous offset", not as "reset offset to 0, 0" for compatibility with Hexen, which is the game from which this feature originates.