Search found 1179 matches

by Arctangent
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 ...
by Arctangent
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 ...
by Arctangent
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.
by Arctangent
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 ...
by Arctangent
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
by Arctangent
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.
by Arctangent
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 ...
by Arctangent
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.
by Arctangent
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 ...
by Arctangent
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 ...
by Arctangent
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.
by Arctangent
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.
by Arctangent
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 ...
by Arctangent
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 ...
by Arctangent
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 ...

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