Search found 1179 matches
- Tue Jun 29, 2021 8:28 am
- Forum: Scripting
- Topic: Item Pickups that have their own PICKUP sound
- Replies: 3
- Views: 720
Re: Item Pickups that have their own PICKUP sound
For reference, the engine knows which sound to use because each superclass of item has its Inventory.PickupSound property set to the appropriate sound name, and the individual item types inherit that. If you ever need to give a specific item its own unique pickup sound, you can toss that into the ...
- Sun Feb 21, 2021 10:43 pm
- Forum: General
- Topic: Any Hexen mods to give me ridiculous weapons?
- Replies: 4
- Views: 809
Re: Any Hexen mods to give me ridiculous weapons?
ZDoom was one of the first Doom ports to include Hexen support, actually, and outside of a handful of multiplayer ports, its descendants have all inherited it. In fact, for a pretty long time, the only real options for playing Hexen were ZDoom, Doomsday, and ... just vanilla. As far as Hexen weapon ...
- Thu Feb 18, 2021 4:34 pm
- Forum: Scripting
- Topic: Missing Frame on Weapon Fire
- Replies: 1
- Views: 282
Re: Missing Frame on Weapon Fire
You have a state at the end that lasts 7 tics and uses the TNT1 sprite, which is blank, with no real sign that that wand is supposed to be off-screen or something similar. It's the one that calls A_TakeInventory to remove the SpecialAttackAxe token.
- Wed Feb 17, 2021 10:47 pm
- Forum: Scripting
- Topic: What weapon mods are possible with dehacked?
- Replies: 6
- Views: 2019
Re: What weapon mods are possible with dehacked?
I'd personally not bother with the idea of a DeHackEd weapon mod, because the concept only really made sense back when it was the only option. Nowadays, though, the venn diagram of people who like to play with weapon mods and the people who stick to vanilla-to-Boom-compat ports is ... not one. I ...
- Fri Jan 22, 2021 1:23 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: ZScript π
- Replies: 5
- Views: 1729
ZScript π
there is something deeply distressing about the fact that zscript would flunk out of high school due to being unable to calculate the circumference of a circle
- Sat Dec 19, 2020 5:39 am
- Forum: Scripting
- Topic: A_HeadAttack (and similar) [Solved]
- Replies: 13
- Views: 1177
Re: A_HeadAttack (and similar)
If there's a bug, it's that the function can make a sound at all. Cacodemons are the one enemy type that don't make a sound at melee range, so the fact that you can define one for it using AttackSound is wholly a ZDoom extension. Or an oversight.
- Fri Dec 18, 2020 6:12 pm
- Forum: Scripting
- Topic: A_HeadAttack (and similar) [Solved]
- Replies: 13
- Views: 1177
Re: A_HeadAttack (and similar)
A_HeadAttack is accessible to all actors by default to begin with. That's why the Cacodemon definition extends the function to Actor to begin with, instead of just defining it for itself - it's effectively just a way to organize things by having functions related to a particular actor be defined ...
- Wed Dec 16, 2020 9:46 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [4.5.0] - AirControl does not work on DefaultMap
- Replies: 19
- Views: 2463
Re: [4.5.0] - AirControl does not work on DefaultMap
Do other properties break when put in this specific defaultmap?
Because if this is in a separate MAPINFO than the actual map definitions, I could imagine this being a load order thing where this defaultmap entry is being processed after all the map entries.
Because if this is in a separate MAPINFO than the actual map definitions, I could imagine this being a load order thing where this defaultmap entry is being processed after all the map entries.
- Sun Nov 29, 2020 2:11 pm
- Forum: Scripting
- Topic: [ACS] Using CheckWeapon in a Kill Script?
- Replies: 7
- Views: 819
Re: [ACS] Using CheckWeapon in a Kill Script?
Should be noted that using this method means that a player can shoot a mid-range rocket, then switch to the chainsaw before the rocket lands and have the monster blow up into ammo confetti. Relying on the player's currently equipped weapon for this kind of thing is only really feasible when every ...
- Fri Nov 20, 2020 8:21 pm
- Forum: Tutorials
- Topic: Why default Scripted Marines make terrible enemies
- Replies: 4
- Views: 4664
Re: Why default Scripted Marines make terrible enemies
Actually, it was more about how incredibly tough they are. They have the health of a lost soul and basically the same pain chance as a pinky ( 62.5% vs 70.3% ), but with twice the flinch duration. The chaingun chews through them like nothing. The only thing keeping 'em from being like wet paper is ...
- Thu Nov 19, 2020 12:18 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Projectile flag to prevent "Ice" attacks from freeze on kill
- Replies: 3
- Views: 887
Re: Projectile flag to prevent "Ice" attacks from freeze on
There's the DeathType property if you want to do it per-projectile, at least.
- Tue Nov 17, 2020 1:57 pm
- Forum: Scripting
- Topic: Is there a "common denominator" for all damageable actors?
- Replies: 4
- Views: 417
Re: Is there a "common denominator" for all damageable actor
You might also want to check for bVULNERABLE. It's a pretty infrequent flag, but it nonetheless allows an non-SHOOTABLE actor to be damaged by splash damage.
- Sat Nov 07, 2020 11:12 am
- Forum: Scripting
- Topic: Can't give multiple Hexen Armors at once w/ A_GiveInventory?
- Replies: 1
- Views: 252
Re: Can't give multiple Hexen Armors at once w/ A_GiveInvent
It's because HexenArmor with a non-0 amount acts as Dragonskin Bracers. All normal HexenArmor pickups give 0 of themselves to avoid this. Also, it goes without saying that your solution to this makes it so that already having those particular pieces of armor means you don't get +5 AC, but a lesser ...
- Sat Nov 07, 2020 7:13 am
- Forum: Mapping
- Topic: Sidedef not divided into middle and lower texture
- Replies: 3
- Views: 968
Re: Sidedef not divided into middle and lower texture
From the look of it, you're trying to apply a lower texture to a one-sided line. That's not really how they work - a lower texture is only applied to the edge of a higher floor, so a one-sided line won't ever show a lower texture because there's nothing for it to apply it to. There's a trick you can ...
- Fri Nov 06, 2020 11:59 am
- Forum: Scripting
- Topic: When is damage randomised with the (* 1D8)?
- Replies: 4
- Views: 624
Re: When is damage randomised with the (* 1D8)?
Nope. Hitscan and melee attacks don't use properties at all. That said, it is only projectiles, bullet attacks, and ( player ) melee attacks that have damage randomization by default. Railguns, radius damage, etc. all do static damage unless you set them otherwise ... though if you just shove a ...