zrrion the insect wrote:You'd have to spawn a dummy actor and make give that actor the light you want.
I tried that, but I don´t really know how to give a dinamic light to an actor, how do I do that?
Read more about the 0 case for A_JumpIfInventory.Zombieguy wrote:I can press the reload key I defined to reload manually. But the weapon doesn't automatically reload once the bullets in the clip run out.
ChronoSeth wrote:amv2k9 wrote:Bingo. You use USDC to compile it. Not dissimilar from typing up and compiling an ACS script.Ravick wrote:I vaguely remember seeing a "DIALOGUE" tab in DoomBuilder2 script editor sometimes, but it does'nt appears here anymore. Is there where I writhe the dialog scrpits? Or I have to do it in a text/lump editor and then compile it as a lump? And I see that there is now a USDF and a ZSDF dialog formats. I don't know what to use (nor what is the practical difference) . I'm making my maps in Gzdoom in UDMF, does this interfere with the dialog format to choose?
Keep in mind that USDF doesn't have to be compiled to be used with ZDoom, and I don't think ZSDF even has a compiler. ZSDF and USDF have the same syntax, except that ZSDF uses actor names rather than ConversationIDs.
Script error, "SomoFuAlphaE1M1da2y.wad:DECORATE" line 13:
"inventory.pickupmessage" requires an actor of type "Inventory"
script 1 ENTER
fadeto(0, 0, 0, 1.0, 0.6); //fades to black in 0.6 seconds
fadeto(255, 255, 255, 0.0, 0.6); //bam, a bright white fade instead of back to normal
fadeto(0, 0, 0, 1.0, 1.0);
fadeto(255, 255, 255, 0.0, 0.6);