Search found 1559 matches
- Fri Jul 15, 2022 9:16 pm
- Forum: Scripting
- Topic: ZScript Code Review Request
- Replies: 5
- Views: 573
Re: ZScript Code Review Request
You can move the code in the FloorSpark "Active" state to an override for the Activate function ( override void Activate(Actor activator) ) instead of in the sprite states Okay, so here's a potential can of worms. That works great (and thank you), but I took things a step further and commented out ...
- Fri Jul 15, 2022 6:56 am
- Forum: Scripting
- Topic: ZScript Code Review Request
- Replies: 5
- Views: 573
Re: ZScript Code Review Request
Thanks! I also found that I needed to move the comments to the Default block to get it working. I also found Vec3Offset for calculating coordinates.
- Thu Jul 14, 2022 3:35 pm
- Forum: Scripting
- Topic: ZScript Code Review Request
- Replies: 5
- Views: 573
ZScript Code Review Request
To teach myself ZScript I decided to create a particle effect which was infeasible back in the Decorate/ACS days: streaky looking sparks. This does everything I need it to do, what I'm asking for is optimization help. Am I doing anything obviously stupid due to my very incomplete understanding of ...
- Sun Aug 26, 2018 2:32 am
- Forum: Scripting
- Topic: [solved] Run an ACS script at a CVAR change?
- Replies: 5
- Views: 534
Re: Run an ACS script at a CVAR change?
I know I can make a looped script that checks for that CVAR continuously but AFAIK it can be a bit expensive to run a check like that every tick... As programmer I can appreciate an utter sense of complete austerity when it comes to managing resources. My understanding of ACS tells me, though, that ...
- Tue Feb 14, 2017 12:13 pm
- Forum: Off-Topic
- Topic: Explain Your Avatar
- Replies: 2812
- Views: 147180
Re: Explain Your Avatar
General facts I thought I knew about Graf Zahl:
- He's a programmer.
- He's German.
- He ain't afraid of no ghosts.
- Mon Sep 19, 2016 11:32 am
- Forum: Editing (Archive)
- Topic: Inventory quantity shown as %?
- Replies: 4
- Views: 723
Re: Inventory quantity shown as %?
You could make your max amount 100 and simply take inventory at the correct interval and amount to get your desired duration. For example, if you wanted to remove 1% every second you'd take 1 item every 35 tics. While this alone wouldn't display the percentage denoted with a percentage sign (there ...
- Fri Sep 02, 2016 11:31 pm
- Forum: Editing (Archive)
- Topic: Question about strings in Zdoom
- Replies: 18
- Views: 1384
Re: Question about strings in Zdoom
Why is the string system like that? Because that is how Raven Software saw fit to handle strings in the development of ACS for Hexen, evidently . Even in its very original state ACS vastly elevated game play over what was possible through standard Doom maps. Why can't it be like actual strings or ...
- Fri Sep 02, 2016 10:26 pm
- Forum: Editing (Archive)
- Topic: LOADACS vs SCRIPTS
- Replies: 5
- Views: 608
Re: LOADACS vs SCRIPTS
To add to what Hellser has said, if you think a piece of code is difficult to read you can always document it in the form of /*comments*/.
- Tue Aug 30, 2016 4:48 pm
- Forum: Editing (Archive)
- Topic: State Jumping and Inheritance
- Replies: 4
- Views: 523
Re: State Jumping and Inheritance
Thanks for the help!
- Tue Aug 30, 2016 1:26 pm
- Forum: Editing (Archive)
- Topic: State Jumping and Inheritance
- Replies: 4
- Views: 523
Re: State Jumping and Inheritance
So for clarity, it's a simple matter of adding an A_Jump call at the end of all parent class states which should lead to the overwritten state in the child class?
- Tue Aug 30, 2016 1:00 pm
- Forum: Editing (Archive)
- Topic: State Jumping and Inheritance
- Replies: 4
- Views: 523
State Jumping and Inheritance
So an issue I'm having with extending a base class seems to be that state jump calls (specifically Goto in this case or having one state feed into the next) inside a parent class resolve to the specific state in the parent class. If the child class has overwritten this state, it is ignored. Example ...
- Sun Aug 28, 2016 9:29 pm
- Forum: Editing (Archive)
- Topic: On the Subject of Editors
- Replies: 4
- Views: 511
Re: On the Subject of Editors
The latter. And thanks for the tips. I'll have to check out SLADE again.
- Sun Aug 28, 2016 12:28 am
- Forum: Editing (Archive)
- Topic: On the Subject of Editors
- Replies: 4
- Views: 511
On the Subject of Editors
Hiya, I'm solar. I've recently taken an interest in ZDoom modding once again. It's been some years since I've been an active member here and I can see that things have been trucking right along since then. I'd like to get brought up to speed. So if you'll indulge me for a moment, I've got some ...
- Thu Aug 25, 2016 2:02 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: [Not Needed] GetThingSpecial/GetThingArg
- Replies: 15
- Views: 1022
Re: GetThingSpecial/GetThingArg
Ah snap! I had poured over the ACS list but for whatever reason it hadn't occurred to me that those functions would have changed (or will be changing) since the last time I played with them.
Man, it really has been a while.
Man, it really has been a while.

- Thu Aug 25, 2016 11:25 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: [Not Needed] GetThingSpecial/GetThingArg
- Replies: 15
- Views: 1022
Re: GetThingSpecial/GetThingArg
In that very specific example, yes. I wasn't aware of this new script type when I wrote that. Be that as it may, that doesn't necessarily mean there isn't any value in being able to poll an actor's special/arguments.