Search found 97 matches
- Mon Jul 15, 2024 5:36 pm
- Forum: Assets (and other stuff)
- Topic: Texture Filtering shows lines on models
- Replies: 2
- Views: 2877
Texture Filtering shows lines on models
If the texture filtering is set to anything other than "none", the textures on my model do this: https://imgur.com/6cTl3NV https://imgur.com/6NI0kqn https://imgur.com/nxewd4b It appears to be showing more of the model's texture than it should. It seems to happen when viewing from certain angles and ...
- Sun Sep 12, 2021 12:14 am
- Forum: Scripting
- Topic: DECORATE Projectile that goes through multiple actors?
- Replies: 4
- Views: 670
Re: DECORATE Projectile that goes through multiple actors?
It is possible by using multiple projectiles that gets fired at the same time. That's how I achieved multiple target piercing effect on my mod, and yes this method worked before I made the conversion to ZScript. The downside of it that it the projectile must be shot with 100% accuracy, in my case I ...
- Tue Apr 06, 2021 5:31 pm
- Forum: Scripting
- Topic: Stop mouse input entirely for a brief moment?
- Replies: 4
- Views: 499
Stop mouse input entirely for a brief moment?
I'm trying to get a glory kill system working, and making the player unable to move is simple enough, but I don't know if its possible to stop the player from aiming at all. Anyone have any pointers? I was considering using A_Saw to at least adjust the angle towards the monster, but I don't want to ...
- Sat Feb 13, 2021 4:53 pm
- Forum: Scripting
- Topic: Why doesn't the movement in this script work?
- Replies: 2
- Views: 332
Re: Why doesn't the movement in this script work?
That fixed it, thank you so much!
- Sat Feb 13, 2021 4:46 pm
- Forum: Scripting
- Topic: Why doesn't the movement in this script work?
- Replies: 2
- Views: 332
Why doesn't the movement in this script work?
script "PlayerManager" Enter { int x = 1; while(x==1) { if(CheckActorProperty(0,APROP_Waterlevel,3) && (CheckInventory("isUnderwater")==0 ) ) { SetActorProperty(0,APROP_SPEED,3); GiveInventory("isUnderwater",1); } if(CheckActorProperty(0,APROP_Waterlevel,0) && (CheckInventory("isUnderwater")==1 ...
- Wed Feb 10, 2021 9:56 pm
- Forum: Gameplay Mods
- Topic: PSI Powers - Weapon Mod
- Replies: 6
- Views: 2825
Re: PSI Powers - Weapon Mod
I never really wanted to release this, as I do not think it has enough polish/effort put into it to release here You kidding, right? This is awesome! Not kidding, I could absolutely do better. I think I could make the effects use 3d models, which would work really well for pk freeze's ice chunks ...
- Tue Feb 09, 2021 1:06 pm
- Forum: Gameplay Mods
- Topic: PSI Powers - Weapon Mod
- Replies: 6
- Views: 2825
Re: PSI Powers - Weapon Mod
Yeah there is a lot to improve about this mod. I originally made these to be secret weapons in my other mods, but I don't think I'll ever finish those.
- Tue Feb 09, 2021 12:02 pm
- Forum: Gameplay Mods
- Topic: PSI Powers - Weapon Mod
- Replies: 6
- Views: 2825
PSI Powers - Weapon Mod
I made a weapon set that is simply in addition to the regular doom arsenal. I never really wanted to release this, as I do not think it has enough polish/effort put into it to release here, but someone told me to so here it is. Download: https://www.dropbox.com/s/hfa6v5msvu0b8iv/PSI%20Abilities.pk3 ...
- Sun Feb 07, 2021 6:00 pm
- Forum: Scripting
- Topic: Smooth monster turning for A_FaceTarget?
- Replies: 3
- Views: 414
Re: Smooth monster turning for A_FaceTarget?
Yes, it is certainly possible. I have implemented behavior like this in my Voxel Chibi Doom! mod, along with support for A_Chase. It is fairly complex behavior and needs customized actor states as well as ZScript. How did you do it? I assume it has something to do with finding the angle of the ...
- Sun Feb 07, 2021 4:06 pm
- Forum: Scripting
- Topic: Smooth monster turning for A_FaceTarget?
- Replies: 3
- Views: 414
Smooth monster turning for A_FaceTarget?
What I want to do is find the direction a monster has to turn in order to face its target, then play one of two animations to make it look nice. It is fine for sprites to snap-turn to face the target, because sprites are always snapping to other frames, and the visual distance doesn't actually ...
- Mon Nov 30, 2020 10:10 pm
- Forum: Scripting
- Topic: [ACS] Using CheckWeapon in a Kill Script?
- Replies: 7
- Views: 823
Re: [ACS] Using CheckWeapon in a Kill Script?
Holy crap, that is EXACTLY what I wanted to do! Thank you very much Player701, I can even reuse this for other stuff, like gaining health when they are killed by a punch.
- Mon Nov 30, 2020 9:52 pm
- Forum: Gameplay Mods
- Topic: [WIP]Vanilla Glory Kill - Universal Glory Kill mod for Doom
- Replies: 22
- Views: 30882
Re: [WIP]Vanilla Glory Kill - Universal Glory Kill mod for D
This mod is badass!
- Sun Nov 29, 2020 2:44 pm
- Forum: Scripting
- Topic: [ACS] Using CheckWeapon in a Kill Script?
- Replies: 7
- Views: 823
Re: [ACS] Using CheckWeapon in a Kill Script?
Yeah I'm realizing that this is more complicated than I was thinking. Is it possible to add an extra state to all monsters without replacing them? Then I could simply add a chainsaw damagetype and make the pain chance 100%, then just gib any monster. I guess I'll just make custom monsters, then. I ...
- Sun Nov 29, 2020 1:37 pm
- Forum: Scripting
- Topic: [ACS] Using CheckWeapon in a Kill Script?
- Replies: 7
- Views: 823
[ACS] Using CheckWeapon in a Kill Script?
#library "ammodropper" #include "zcommon.acs" script "AMMOdropper" KILL { if(CheckWeapon("Chainsaw")) { DropItem(0,"clip",20,255); DropItem(0,"clip",20,255); DropItem(0,"clip",20,255); DropItem(0,"Shell",8,255); DropItem(0,"Shell",8,255); DropItem(0,"RocketAmmo",1,255); DropItem(0,"RocketAmmo",1 ...
- Sat Oct 03, 2020 3:11 pm
- Forum: Scripting
- Topic: defaultmap not working?
- Replies: 5
- Views: 297
Re: defaultmap not working?
Ok, I also just put it into it's own pk3 and it did not work. Wtf is going on??? It works on one of my mods, but not any other?