Search found 60 matches
- Thu Feb 04, 2016 5:11 am
- Forum: Editing (Archive)
- Topic: Formatting text with ACS
- Replies: 14
- Views: 1408
Re: Formatting text with ACS
That's a rather interesting piece of code you've got there, Epic. I would like to use it, or at least parts of it, for my next ACS.NET version - if that is okay. If so, it will be distributed under the current license (unless you want to use another one for your parts) with credit and copyright to ...
- Sun Nov 29, 2015 5:25 am
- Forum: Editing (Archive)
- Topic: Help
- Replies: 3
- Views: 414
Re: Help
Heja Sverige! :P (I'm from Sweden too!) Now, as for your question: Have you created a DECORATE lump? What application do you use? SLADE, XWE, etc? If the answer is "Doom Builder" or "None", then you need to get SLADE or something similar if you're going to be able to do this. Here's a complete step ...
- Mon Nov 02, 2015 12:18 pm
- Forum: Resources
- Topic: [v1.2.4 - Nov 2nd] ACS.NET - Useful ACS functions!
- Replies: 10
- Views: 1567
Re: [v1.2.4 - Nov 2nd] ACS.NET - Useful ACS functions!
Personally I like "ParseFloat" better than "ParseFixed"... So I'm afraid that's a no to that one. :/Nash wrote:Thank you so much for the continued support. Have you considered what I said about the Float/Fixed naming convention? Or do you think it doesn't matter?
- Mon Nov 02, 2015 12:13 pm
- Forum: Resources
- Topic: [v1.2.4 - Nov 2nd] ACS.NET - Useful ACS functions!
- Replies: 10
- Views: 1567
Re: [v1.2.4 - Nov 2nd] ACS.NET - Useful ACS functions!
Okay... Another, somewhat critical, update.
When I first created ParseInt, I forgot to make it able to parse negative numbers...
v1.2.4:
* Fixed so that ParseInt and ParseFloat supports parsing of negative numbers.
* Included Math_Abs with the library (required for ParseFloat to work).
When I first created ParseInt, I forgot to make it able to parse negative numbers...
v1.2.4:
* Fixed so that ParseInt and ParseFloat supports parsing of negative numbers.
* Included Math_Abs with the library (required for ParseFloat to work).
- Sat Oct 31, 2015 7:02 pm
- Forum: Resources
- Topic: [v1.2.4 - Nov 2nd] ACS.NET - Useful ACS functions!
- Replies: 10
- Views: 1567
Re: [v1.2.3 - Nov 1st] ACS.NET - Useful ACS functions!
A small little update, requested by Nash...
v1.2.3:
Added a ParseFloat function to parse strings to fixed point!
v1.2.3:
Added a ParseFloat function to parse strings to fixed point!
- Mon Oct 26, 2015 10:20 am
- Forum: General
- Topic: How do you fix missing textures on Zandronum online?
- Replies: 6
- Views: 1682
Re: How do you fix missing textures on Zandronum online?
You can have all IWADs in the Zandronum folder, BUT NOT in the Skins folder since Zan loads everything inside it.
- Fri Sep 18, 2015 1:35 am
- Forum: Editing (Archive)
- Topic: Sorting Arrays via For-Loops.
- Replies: 5
- Views: 554
Re: Sorting Arrays via For-Loops.
NEVER use PlayerCount() in for loops like this. If there are (for example) 6 players playing and suddenly Player 3 and 4 disconnects (they have IDs 2 and 3), PlayerCount() will return 4. And now your for loop will not be able check all player's health because of the fact that you always have the ...
- Sat Aug 22, 2015 10:50 am
- Forum: Editing (Archive)
- Topic: A_Teleport - min/max distance has no effect?[SOLVED]
- Replies: 11
- Views: 840
Re: A_Teleport - min/max distance has no effect?
It is:kodi wrote:It's not as simple as putting 640.0 instead of 640 is it?
A_Teleport ([...], int flags, float mindist, float maxdist)
- Mon Aug 17, 2015 2:17 am
- Forum: Editing (Archive)
- Topic: [SOLVED]Two Annoying Weapon Selection Issues
- Replies: 7
- Views: 621
Re: Two Annoying Weapon Selection Issues
Try defining it in the player classes instead. Example: Actor StormPlayer : DoomPlayer { Player.WeaponSlot 1, "Knife" Player.WeaponSlot 2, "Revolver", "Glock18" Player.WeaponSlot 3, "AA12" Player.WeaponSlot 4, "AK47" Player.WeaponSlot 5, "SeekerBazooka", "HandGrenade" Player.WeaponSlot 6, "Repeater ...
- Sun Aug 16, 2015 2:48 pm
- Forum: Editing (Archive)
- Topic: Rolling Counters? (HP, Armor, etc.)
- Replies: 7
- Views: 782
Re: Rolling Counters? (HP, Armor, etc.)
You could have a constanly 1tic-looping ENTER acs-script which checks if you loose any health. If you do, it checks how much you lost, saves it into a variable and gives the health back to you. Then you can make it take one hp each x tic(s) until it's taken everything it were supposed take. This may ...
- Sun Aug 16, 2015 2:34 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 895799
Re: The "How do I..." Thread
Also see the Inventory class.loismustdie555 wrote:I had 555PointDummy as custominventory, I set it to ammo and it worked fine.
- Thu Aug 13, 2015 4:23 am
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 895799
Re: The "How do I..." Thread
What's a good way to have an object appear to orbit really fast, like a tiny speeding satellite, in the skybox? I know the skybox viewpoint thing will probably need to be used. You could either use interpolation points to make the object move, or you could try to constanly rotating the skybox ...
- Thu Jul 02, 2015 5:12 pm
- Forum: Gameplay Mods
- Topic: Wandering items
- Replies: 5
- Views: 1381
Re: Wandering items
Hah! Nicely done! I like it. 
I didn't expect them to wander all the time. When I read the post, I thought they would wander a little bit, then wait, and then continue wandering a little.

I didn't expect them to wander all the time. When I read the post, I thought they would wander a little bit, then wait, and then continue wandering a little.

- Sat May 23, 2015 1:22 am
- Forum: Editing (Archive)
- Topic: Player sound taunt?
- Replies: 2
- Views: 428
Re: Player sound taunt?
1. Is the item taken away from your inventory? Check with the 'printinv' console command.
2. Have you defined the sound correctly in SNDINFO?
2. Have you defined the sound correctly in SNDINFO?
- Fri May 22, 2015 4:06 am
- Forum: Editing (Archive)
- Topic: [SOLVED] Look for nearby monsters?
- Replies: 5
- Views: 933
Re: Look for nearby monsters?
Thanks alot RaveYard!
I used option 2 to check for monsters, and it works perfectly!
I used option 2 to check for monsters, and it works perfectly!
