A_Blast can thrust things upwards in a radius! Problem with using A_Blast is that the radius of it ignores the z axis, it's height is basically infinite so you'll just keep being shot upwards. Currently trying to find out a workaround though, I'll post again when I find one. EDIT: https://dl ...
https://dl.dropbox.com/s/q19j7da4qmvrzr1/tornado.wad?dl=0 Here's a working version of it that uses A_RadiusThrust with RTF_THRUSTZ added and A_Explode to damage things that are in the tornado. Have fun :P (I don't know if this will work on zandronum though, not sure if they have RTF_THRUSTZ for A ...
Could there be a flag or something to check if a thing is even in the radius of the explosion to add to the count? Cause from what I'm gathering, using this to get the return value still damages the actors. (But I guess at that point I should just use a_radiusgive huh)
I uh. My problem was because TTRAP.wad wasn't in the source_wads folder. Whoops. Sorry! This is what i get for trying to do this after just waking up :P
Hey, when I add the master levels wads to the source_wads folder, the wadsmoosh.exe crashes after the 10th master levels map and does not generate doom_complete.pk3 (obviously because it crashes.). The command window disappears after extracting SUBTERRA.WAD. If I remove the master levels wads it ...
Since it's still a week until i hear about the fate of my laptop, i got bored on my little brother's (actually mine) laptop that can't do much, decided to take a crack at simple vector-based images. http://i.imgur.com/9FAagVgm.png http://i.imgur.com/tNC2o2Am.png +1 to whoever knows who those are ...
Hey Beed, I made an update for this that should fix the Archvile/Nightmare/Really long monster death issues; All I did was give the monsters a special item which is given from the "FadingCorpses_FadeItem" to keep track of if it faded or not, then made another FadeGiver that fades monsters in if ...
Hey Beed, I made an update for this that should fix the Archvile/Nightmare/Really long monster death issues; All I did was give the monsters a special item which is given from the "FadingCorpses_FadeItem" to keep track of if it faded or not, then made another FadeGiver that fades monsters in if they ...
Test File: https://dl.dropbox.com/s/lsiuy72p2lrg12n/interpolatepls.pk3?dl=0 Run the test file with zdoom or gzdoom(i tried zdoom 2.9pre-1000-g9cf1d96 and gzdoom g2.2pre-1664-g18ebe92), open the console while playing and put in "Take health 50". The health bar in the bottom left corner wont ...
https://dl.dropbox.com/s/13u8oofnkqjqbk1/vanillaweaponrecoil.pk3 This is pretty close to what I was looking for, I can try to tinker around with the scripts and Decorate values to get what I need. Thank you very much. No problem man. If you need help figuring it out, shoot me a pm. I think I forgot ...
This might not be entirely accurate to what you were asking for, but I whipped up something real quick. It only affects the bullet weapons btw. (I can change that if so desired) Heres the link: https://dl.dropbox.com/s/13u8oofnkqjqbk1/vanillaweaponrecoil.pk3 EDIT: if anyone downloaded this around ...
I put a question mark because I don't know if this is the intended behavior but both GiveInventory in ACS and A_GiveInventory in decorate can give an Inventory and CustomInventory item more than its max. Say the item has "Inventory.MaxAmount 5" set and you call GiveInventory("item", 999) in ACS; you ...