Search found 47 matches
- Wed Jun 11, 2025 8:28 pm
- Forum: Scripting
- Topic: A_JumpIfInventory help
- Replies: 1
- Views: 45
A_JumpIfInventory help
I'm trying to create weapon-specific runes that grant stronger attacks. For some reason, A_JumpIfInventory is being ignored completely no matter what I've tried. actor AbyssRevolver : Weapon 20018 { Tag "Abyss Magnum" +WEAPON.NOAUTOAIM Inventory.PickupMessage "The Abyss Revolver!" Inventory ...
- Mon May 05, 2025 6:50 pm
- Forum: Scripting
- Topic: [DECORATE] Weapon reload glitched
- Replies: 0
- Views: 106
[DECORATE] Weapon reload glitched
RC-50 (sniper rifle) in a mod I'm maintaining on and off has a bug where it acts like it has no ammo and deselect despite the player clearly still having ammo to use. Tried to fix it myself with no luck. actor RC50 : Weapon { tag "RC-50" obituary "%o was PIERCED by Assassin, %k's Robar RC-50 ...
- Sat Jan 11, 2025 6:43 pm
- Forum: Scripting
- Topic: Need help with an escapable crusher.
- Replies: 5
- Views: 2023
Re: Need help with an escapable crusher.
No luck with these, unfortunately. Might be a Zandronum specific issue.
- Wed Jan 08, 2025 6:58 pm
- Forum: Scripting
- Topic: Need help with an escapable crusher.
- Replies: 5
- Views: 2023
Need help with an escapable crusher.
Trying to set up a crusher penalty room so that you can escape it in coop play when someone clears the main area.
Crusher stops, but does not move back up, so if it stops too low I'm stuck and can't use the escape teleport.
Crusher stops, but does not move back up, so if it stops too low I'm stuck and can't use the escape teleport.
Code: Select all
script 17 (void)
{
Ceiling_CrushStop(4);
Ceiling_RaiseToNearest(4,10);
}
- Tue Oct 18, 2022 12:52 pm
- Forum: Scripting
- Topic: Integer value displaying
- Replies: 1
- Views: 338
Integer value displaying
I'm working on a secret right now that relies on specific integer values to be met, and I am trying to figure out how to see what the integer values are while testing. I have a passive display working via puke to display the values as HudMessage text, but I was wondering if there's a way to make it ...
- Mon May 02, 2022 10:23 am
- Forum: Technical Issues
- Topic: Custom HUD not showing correctly
- Replies: 12
- Views: 1782
Re: Custom HUD not showing correctly
I don't follow. I'm pretty sure GZDoom is more than capable of displaying custom HUD graphics. Something this simple shouldn't be outside it's capabilities. I'd say at this point, the best thing to do is to post the HUD mod so we can take a look. I guess so. The file is nothing complicated, really ...
- Mon May 02, 2022 10:21 am
- Forum: Technical Issues
- Topic: Custom HUD not showing correctly
- Replies: 12
- Views: 1782
Re: Custom HUD not showing correctly
Not an expert but... isn't your rocket a custom image or something like that? Rocket ammo icon in (G)ZDoom is "ROCKA0", not whatever "STRAMO" is. Check how the other icons are four letters followed by A and 0 (zero). Yes. "STRAMO" is a custom graphic technically. It's the regular RocketAmmo graphic ...
- Sun May 01, 2022 10:58 pm
- Forum: Technical Issues
- Topic: Custom HUD not showing correctly
- Replies: 12
- Views: 1782
Re: Custom HUD not showing correctly
I don't follow.Graf Zahl wrote:Then it is something internal to Zandronum which is not present in GZDoom.
I'm pretty sure GZDoom is more than capable of displaying custom HUD graphics.
Something this simple shouldn't be outside it's capabilities.
- Mon Apr 18, 2022 12:07 am
- Forum: Technical Issues
- Topic: Custom HUD not showing correctly
- Replies: 12
- Views: 1782
Re: Custom HUD not showing correctly
It's packed with the code.Blue Shadow wrote:That rocket graphic isn't an IWAD graphic, so it must've come from a PWAD you're (auto)loading with Zandronum, which you neglected to (auto)load with GZDoom.
As shown above, it loads properly on Zandronum.
- Mon Mar 28, 2022 8:41 pm
- Forum: Technical Issues
- Topic: Custom HUD not showing correctly
- Replies: 12
- Views: 1782
Re: Custom HUD not showing correctly
You mean the file itself? Sure, I'll just dump the code here. It's just modified ZDoom default hud code. base doom; height 32; monospacefonts true, "0"; statusbar fullscreen, fullscreenoffsets // ZDoom HUD { //health drawmugshot 5, 15, -55; drawnumber 3, HUDFONT_DOOM, gray, health, drawshadow, 50 ...
- Mon Mar 28, 2022 10:35 am
- Forum: Technical Issues
- Topic: Custom HUD not showing correctly
- Replies: 12
- Views: 1782
Custom HUD not showing correctly
I have a custom HUD I use on Zandronum and for the most part it works just fine on GZDoom, except that the custom rocket sprite is missing. I can't for the life of me figure why it's happening. Two screenshots included: Zandronum https://imgur.com/B3EwG1K GZDoom https://imgur.com/51ulzXx PS: Why ...
- Sun Sep 19, 2021 11:00 am
- Forum: Scripting
- Topic: None-autofiring weapon
- Replies: 4
- Views: 354
Re: None-autofiring weapon
Wow I am dumb.
So uh, "NoAutoFire" is a property flag, not a "Weapon." definition. XD
Thank you guys! :3
So uh, "NoAutoFire" is a property flag, not a "Weapon." definition. XD
Thank you guys! :3
- Sun Sep 19, 2021 10:53 am
- Forum: Scripting
- Topic: None-autofiring weapon
- Replies: 4
- Views: 354
Re: None-autofiring weapon
Aaannnd damn. It doesn't work on Zandronum...
Is there another way?
Is there another way?
- Sat Sep 18, 2021 8:40 pm
- Forum: Scripting
- Topic: None-autofiring weapon
- Replies: 4
- Views: 354
None-autofiring weapon
I have come full circle and am working on doom mods again and I am trying to make a melee weapon where you can't just hold down the fire button and keep swinging. How would I go about doing that? Like, you need to press the fire button each time you want to swing.
- Fri Oct 30, 2020 4:33 pm
- Forum: Scripting
- Topic: Another SBARINFO error
- Replies: 1
- Views: 123
Re: Another SBARINFO error
Nevermind, fixed it. Forget this post even exists.