Blue Shadow wrote:Translation
Blue Shadow wrote:Translation
NickPerrin wrote:Using KEYCONF, it's easy enough to add and default bind new actions to letter keys. However, I'm looking for a list (if it exists) that shows how to bind to all types of keys, like tab, caps lock, f#, and the MOUSE BUTTONS!
Any help with this appreciated - found some of it in old forum topics but not much.
EDIT: testing now using the same names as keys in the zdoom INI file. Will report back.
EDIT 2: not really working.
jpalomo wrote:I know that the mouse buttons are mouse1 (left click), mouse2 (right click), mouse3 (middle click), etc. Additional mouse keys will need some trial and error.
insightguy wrote:How do I make a block actor (For, ya know, blocking) that:
Can't deflect hit scans
Completely blocks any melee attacks and projectiles OR
(Preferably, but non necessarily due to possible limitations on the zdoom engine)
lessens the damage of melee attacks and projectiles


insightguy wrote:Can't deflect hit scans
Completely blocks any melee attacks and projectiles OR
(Preferably, but non necessarily due to possible limitations on the zdoom engine)
lessens the damage of melee attacks and projectiles
Enjay wrote:See those three parameters that you have set to 0,0,0 in the A_SpawnItemEx line for the DOOMSSGSHELLS actor? Those tell ZDoom where to spawn the new actor relative to the calling actor. So, mess with the numbers there. They relate to xoffset, yoffset and zoffset respectively.
deathstalker666 wrote: the error still stands, even though I have the rotations in the style specified - R_INSTALLSPRITE: SPRITE KNIG frame 1 is missing rotations.
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