Search found 15 matches

by Greyfalll
Fri Jan 27, 2017 10:08 am
Forum: Editing (Archive)
Topic: Super Shotgun keeps autofiring...
Replies: 2
Views: 245

Re: Super Shotgun keeps autofiring...

https://zdoom.org/wiki/A_CloseShotgun2

A_CloseShotgun2 is the equivalent of doing

Code: Select all

SHT2 H 0 A_PlaySound ("weapons/sshotc", CHAN_WEAPON)
SHT2 H 6 A_ReFire
by Greyfalll
Sat Jan 14, 2017 12:29 pm
Forum: Editing (Archive)
Topic: Making a working Tornado
Replies: 6
Views: 697

Re: Making a working Tornado

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 ...
by Greyfalll
Sat Jan 14, 2017 11:02 am
Forum: Editing (Archive)
Topic: Making a working Tornado
Replies: 6
Views: 697

Re: Making a working Tornado

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 ...
by Greyfalll
Thu Aug 11, 2016 6:41 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: A_Explode returning how many actors were damaged
Replies: 13
Views: 1097

Re: A_Explode returning how many actors were damaged

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)
by Greyfalll
Sun Aug 07, 2016 11:42 am
Forum: Creation, Conversion, and Editing
Topic: WadSmoosh - merge all official id releases into one PK3 IWAD
Replies: 868
Views: 285125

Re: WadSmoosh - merge all official id releases into one PK3

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
by Greyfalll
Sun Aug 07, 2016 5:31 am
Forum: Creation, Conversion, and Editing
Topic: WadSmoosh - merge all official id releases into one PK3 IWAD
Replies: 868
Views: 285125

Re: WadSmoosh - merge all official id releases into one PK3

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 ...
by Greyfalll
Sun Jul 03, 2016 10:25 am
Forum: Off-Topic
Topic: The Still New What Did You Last Do Thread
Replies: 29603
Views: 1525249

Re: The New What Did You Last Do Thread

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 ...
by Greyfalll
Sun Jun 26, 2016 5:48 am
Forum: Gameplay Mods
Topic: Fading Corpses Universal (AKA I hate leaving corpses lying)
Replies: 6
Views: 6399

Re: Fading Corpses Universal (AKA I hate leaving corpses lyi

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 ...
by Greyfalll
Sun Jun 26, 2016 1:27 am
Forum: Gameplay Mods
Topic: Fading Corpses Universal (AKA I hate leaving corpses lying)
Replies: 6
Views: 6399

Re: Fading Corpses Universal (AKA I hate leaving corpses lyi

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 ...
by Greyfalll
Fri Jun 03, 2016 3:36 pm
Forum: Closed Bugs [GZDoom]
Topic: SBARINFO DrawBar interpolate flag does not work
Replies: 1
Views: 227

SBARINFO DrawBar interpolate flag does not work

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 ...
by Greyfalll
Wed Dec 30, 2015 10:53 pm
Forum: General
Topic: Recoil mod for standard doom weaponry?
Replies: 7
Views: 6106

Re: Recoil mod for standard doom weaponry?

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 ...
by Greyfalll
Wed Dec 30, 2015 7:22 pm
Forum: General
Topic: Recoil mod for standard doom weaponry?
Replies: 7
Views: 6106

Re: Recoil mod for standard doom weaponry?

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 ...
by Greyfalll
Sat Oct 17, 2015 1:00 pm
Forum: Editing (Archive)
Topic: [DECORATE] Making a non-repeating, click-spam melee weapon?
Replies: 8
Views: 729

Re: [DECORATE] Making a non-repeating, click-spam melee weap

using A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB) on the same frame as Offset() should work though.
by Greyfalll
Mon Jun 29, 2015 6:34 am
Forum: Closed Bugs [GZDoom]
Topic: [2.8pre-1655-gf0b73b] GiveInventory bug(?)
Replies: 2
Views: 819

[2.8pre-1655-gf0b73b] GiveInventory bug(?)

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 ...

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