Search found 723 matches

by Void Weaver
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 ...
by Void Weaver
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 ...
by Void Weaver
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
by Void Weaver
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 ...
by Void Weaver
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.
by Void Weaver
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 ...
by Void Weaver
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.
by Void Weaver
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.
by Void Weaver
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?
by Void Weaver
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 ...
by Void Weaver
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
by Void Weaver
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 ...
by Void Weaver
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! ^_^
by Void Weaver
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 ...
by Void Weaver
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 ...

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