Search found 1019 matches
- Tue Jun 12, 2007 10:11 pm
- Forum: Editing (Archive)
- Topic: Getting a player's speed?
- Replies: 9
- Views: 1368
- Fri Mar 31, 2006 3:32 pm
- Forum: Editing (Archive)
- Topic: Seperate Telefrag death state
- Replies: 9
- Views: 499
- Thu Mar 30, 2006 5:14 pm
- Forum: Editing (Archive)
- Topic: looking for a few things
- Replies: 13
- Views: 581
That's because it isn't in the 2.0.99 code. Randy either forgot it or ignored it. Then do you mind documenting them somewhere? I hate digging through the source looking for some flag or other that I'm concerned may not exist anymore. I know it's unfair to force you to do work because of my faulty ...
- Thu Mar 30, 2006 6:03 am
- Forum: Editing (Archive)
- Topic: A new Monster Wad update anytime soon?
- Replies: 60
- Views: 3060
- Thu Mar 30, 2006 5:56 am
- Forum: Closed Bugs [GZDoom]
- Topic: issues with the wraithverge
- Replies: 6
- Views: 505
The first one dosen't suprise me. Those projectiles were meant to be fired by the player. Take note that no monster in Hexen uses them. The second is a little weirder. There were no hitscans in Hexen (the Sapphire wand dosen't count), so I imagine the interactions would be wierd, but not that weird.
- Thu Mar 30, 2006 5:34 am
- Forum: General
- Topic: Paul Corfiatis makes a new ZDOOM Joke Megawad.
- Replies: 29
- Views: 1651
- Thu Mar 30, 2006 5:31 am
- Forum: Editing (Archive)
- Topic: spectre blood
- Replies: 12
- Views: 731
- Thu Mar 30, 2006 5:30 am
- Forum: Editing (Archive)
- Topic: looking for a few things
- Replies: 13
- Views: 581
- Thu Mar 30, 2006 2:00 am
- Forum: Editing (Archive)
- Topic: looking for a few things
- Replies: 13
- Views: 581
- Wed Mar 29, 2006 9:10 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Suggestions for zcajun.
- Replies: 30
- Views: 2136
- Wed Mar 29, 2006 9:08 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: explosion flash
- Replies: 6
- Views: 659
Be careful! You can only use A_SetBlend on a weapon or inventory item, so you'll have to do some fudging to get this to work. Have the projectile spawn another invisible projectile that targets the player using A_Look, then use GZDoom's new A_GiveToTarget codepointer to give the player an inventory ...
- Wed Mar 29, 2006 9:02 pm
- Forum: Editing (Archive)
- Topic: Public Doom Sprites - Z-Halloween Pumkin-Nade Up! on p.56
- Replies: 852
- Views: 67457
- Sun Mar 19, 2006 8:43 pm
- Forum: Editing (Archive)
- Topic: Monster Resource Wad
- Replies: 936
- Views: 75184
- Wed Mar 15, 2006 1:52 am
- Forum: Editing (Archive)
- Topic: "Blood sprite" question.
- Replies: 9
- Views: 825
This effect can be faked, using some puff trickiness. Add +NOBLOOD to all of your monsters, then have all your hitscans spawn your new blood in the puff's "Spawn" state. Put the normal impact animation in the "Crash" state so it dosen't spawn blood on the walls. Add +PUFFONACTORS to the puff, to ...