Search found 723 matches
- Thu Dec 05, 2019 9:16 pm
- Forum: Scripting
- Topic: (SOLVED)Script error for already defined actors and flags
- Replies: 7
- Views: 3063
Re: Script error for already defined actors and flags
The parent type IS defined Apparently isn't. :| Looks like the "BrutalWeapon" parent class unlinked from current lump\txt of yours mod. I guess that you should re-define whole "BrutalWeapon" (with other name ofc) in your mod, OR use the '#include' instruction for reference to original "BrutalWeapon ...
- Wed Dec 04, 2019 1:11 pm
- Forum: Scripting
- Topic: GetActorViewHeight help?
- Replies: 6
- Views: 619
Re: GetActorViewHeight help?
Well, dunno what are you want to do, but I think that using Warp instead of SetActorPosition will be better option for smooth movement interpolation, smt. like: Script "ScopePos" ENTER { ChangeCamera(500, 0, FALSE); If(GetActorViewHeight(0)>>16<41) { Warp(AAPTR_TRACER,0+cos(GetActorAngle(0)>>8)*8,0 ...
- Wed Dec 04, 2019 9:51 am
- Forum: Scripting
- Topic: GetActorViewHeight help?
- Replies: 6
- Views: 619
Re: GetActorViewHeight help?
Oh, sorry. It doesn't work because I've forgot to shift fixed value into int. That Curse strikes me again and again.
Now it should work:
If(GetActorViewHeight(0)>>16<41) //Get player's ViewHeight, shift it into int and as soon as it less than default ViewHeight (41), do something

If(GetActorViewHeight(0)>>16<41) //Get player's ViewHeight, shift it into int and as soon as it less than default ViewHeight (41), do something
- Tue Dec 03, 2019 5:16 pm
- Forum: Scripting
- Topic: GetActorViewHeight help?
- Replies: 6
- Views: 619
Re: GetActorViewHeight help?
While player crouching his height is halved, so Player.ViewHeight value (player's camera height) decreases by the same value too. For ex.: By default Height = 56 Player.ViewHeight = 41 so when playerpawn crouches its properties change as Height = 56/2=28 Player.ViewHeight = 41-28=13 If you want to ...
- Sun Dec 01, 2019 11:12 am
- Forum: Scripting
- Topic: Help with infighting / friendly fire
- Replies: 10
- Views: 1136
Re: Help with infighting / friendly fire
Obviously you should create a custom puff (look into Using inheritance article) for monsters (harmless for them self), while default BulletPuff (player's) will inflict regular damage to monsters.
- Sun Dec 01, 2019 10:02 am
- Forum: Scripting
- Topic: Help with infighting / friendly fire
- Replies: 10
- Views: 1136
Re: Help with infighting / friendly fire
Sir Enjay absolutelly right. Only one (or a few) custom damagetype for all monsters with zero damagefactor to that damage type(s) can prevent from getting friendly fire damage . For hitscan attacks (bullet\rail) its damage type should be declared directly in puff. Other hacky way is setting of +(M ...
- Sun Dec 01, 2019 12:23 am
- Forum: Scripting
- Topic: Can't seem to be able to make the player sprite transparent
- Replies: 4
- Views: 289
Re: Can't seem to be able to make the player sprite transpar
Yep.
Drag & Drop - works;
.bat\.ico - works (gzdoom.exe -iwad Doom2.wad -file TransparentPlayer.wad);
ZDL launch works.
Drag & Drop - works;
.bat\.ico - works (gzdoom.exe -iwad Doom2.wad -file TransparentPlayer.wad);
ZDL launch works.
- Sun Dec 01, 2019 12:16 am
- Forum: Scripting
- Topic: Can't seem to be able to make the player sprite transparent
- Replies: 4
- Views: 289
Re: Can't seem to be able to make the player sprite transpar
All work as intended. Apparently that mistake is in an somewhere else.
- Sat Nov 30, 2019 3:10 pm
- Forum: Scripting
- Topic: Reset actor flags
- Replies: 7
- Views: 580
Re: Reset actor flags
So GetDefault() doesn't allow to get partial (only flags for ex.) default info?
- Sat Nov 30, 2019 2:56 pm
- Forum: Scripting
- Topic: Reset actor flags
- Replies: 7
- Views: 580
Re: Reset actor flags
Well dunno can it be helpful or not, but wiki says that Revive() do restore all default flags. Seems that there are all flags restores via a some GetDefault() function: AActor *info = GetDefault(); flags = info->flags; flags2 = info->flags2; flags3 = info->flags3; flags4 = info->flags4; flags5 ...
- Sat Nov 30, 2019 6:43 am
- Forum: Scripting
- Topic: (SOLVED) Consume ammo from a RIPPER attack
- Replies: 9
- Views: 578
Re: Consume ammo from a RIPPER attack
IIUYC, then 'Stop' (or something else) should separate both spawn variants:
Code: Select all
XDeath:
TNT1 A 0
TNT1 A 0 A_Jumpifintargetinventory("AxeDurability", 1, 2)
TNT1 A 0 A_spawnItem("BrokenAxe")
Stop
TNT1 A 0 A_spawnItem("Axe")
Stop
- Sat Nov 30, 2019 12:27 am
- Forum: Scripting
- Topic: (SOLVED) Consume ammo from a RIPPER attack
- Replies: 9
- Views: 578
Re: Consume ammo from a RIPPER attack
All that you need in case of hitscans is a custom puff like this one: ACTOR DurabilityPuff : BulletPuff { +PUFFGETSOWNER //Now Puff's TARGET is its shooter +PUFFONACTORS //To be sure that Puff will hit bleeding actors States { XDeath: //Will goes into this state as soon as it have PUFFONACTORS while ...
- Fri Nov 29, 2019 11:47 pm
- Forum: Scripting
- Topic: [EXPLAINED] Question about BasicArmorBonus properties
- Replies: 4
- Views: 483
Re: [EXPLAINED] Question about BasicArmorBonus properties
Hoooly Hell!
Now it make sense, it's a really cool property, like as MaxHealth but for armor's SaveAmount property instead.
Thank you for explanation! ^_^
Now it make sense, it's a really cool property, like as MaxHealth but for armor's SaveAmount property instead.
Thank you for explanation! ^_^
- Fri Nov 29, 2019 11:07 pm
- Forum: Scripting
- Topic: [EXPLAINED] Question about BasicArmorBonus properties
- Replies: 4
- Views: 483
Re: Question about BasicArmorBonus properties
Seems that I still don't understand anything. ACTOR MyTestArmor : GreenArmor { Armor.SaveAmount 50 } +200 ACTOR MyArmorBonus : ArmorBonus { Armor.SaveAmount 1 Armor.MaxSaveAmount 200 Armor.MaxBonus 1 Armor.MaxBonusMax 50 } = MyTestArmor (with 250 points (.SaveAmount)), right? But the same ...
- Fri Nov 29, 2019 8:19 pm
- Forum: Scripting
- Topic: [EXPLAINED] Question about BasicArmorBonus properties
- Replies: 4
- Views: 483
[EXPLAINED] Question about BasicArmorBonus properties
Can somebody explain how does work Armor.MaxBonus and Armor.MaxBonusMax properties of BasicArmorBonus class, and what's its difference with compare to Armor.MaxSaveAmount and Armor.SaveAmount props.? I just have no see any actual difference between this AB: ACTOR MyArmorBonus : ArmorBonus { Armor ...