Search found 97 matches

by Mini--Joe
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 ...
by Mini--Joe
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 ...
by Mini--Joe
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 ...
by Mini--Joe
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!
by Mini--Joe
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 ...
by Mini--Joe
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 ...
by Mini--Joe
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.
by Mini--Joe
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 ...
by Mini--Joe
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 ...
by Mini--Joe
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 ...
by Mini--Joe
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.
by Mini--Joe
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 ...
by Mini--Joe
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 ...
by Mini--Joe
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?

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