Search found 178 matches
- Thu Dec 06, 2018 8:46 pm
- Forum: Scripting
- Topic: Changing multiple CVARs in MenuDef
- Replies: 3
- Views: 605
Re: Changing multiple CVARs in MenuDef
Aha, thank you!
- Wed Nov 14, 2018 8:50 pm
- Forum: Scripting
- Topic: Changing multiple CVARs in MenuDef
- Replies: 3
- Views: 605
Changing multiple CVARs in MenuDef
My question is pretty much as the title states, how do I change multiple CVARs in MenuDef? I'm doing up a mod with some custom CVAR setup in the menus, and I'm trying to have a single button that sets most of the CVARs to predefined values, not unlike a "Reset to Defaults" button. How can I go about ...
- Mon Aug 20, 2018 4:29 am
- Forum: Scripting
- Topic: Swapping player classes?
- Replies: 10
- Views: 1146
Re: Swapping player classes?
Actually, I had one pop up I'd thought about. Since the player is still collection weapons/items (most of them, anyways) while transformed, maybe have an ACS script run that checks the player's input, and when they try change weapons, have the script run some inventory checks and force said weapon ...
- Thu Aug 16, 2018 7:36 pm
- Forum: Scripting
- Topic: Swapping player classes?
- Replies: 10
- Views: 1146
Re: Swapping player classes?
Problem is, my project is for Zandronum, so ZScript isn't an option
- Mon Aug 13, 2018 7:18 am
- Forum: Scripting
- Topic: Swapping player classes?
- Replies: 10
- Views: 1146
Re: Swapping player classes?
Ehhhhh... That's what I'd read, but I'd figured that in the ten years since the last time it was asked, someone would've had a better solution... guess that was too much to expect...
- Mon Aug 13, 2018 4:28 am
- Forum: Scripting
- Topic: Swapping player classes?
- Replies: 10
- Views: 1146
Swapping player classes?
So, I'm working on a script that teleports the player to a new location and changes their player class when activated. I'm currently using MorphActor to go through with the transformation, however, MorphActor does not allow the player to switch weapons beyond that point, and the new actor they ...
- Sat May 05, 2018 1:22 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Winter Wonderland- Shirts and Skins!
- Replies: 3
- Views: 2718
Re: Winter Wonderland- Shirts and Skins!
Shirts and Skins update out, with CTF support!
- Tue Feb 27, 2018 3:25 am
- Forum: Scripting
- Topic: Thing-specific Automap vectors?
- Replies: 3
- Views: 365
Re: Thing-specific Automap vectors?
And upon further messing around, Zandronum doesn't even do as much as ZDoom in this regard, either. Zan completely ignores custom key vectors, only applying those for the player...
- Sun Feb 25, 2018 1:08 am
- Forum: Scripting
- Topic: Thing-specific Automap vectors?
- Replies: 3
- Views: 365
Thing-specific Automap vectors?
I'm aware that one can define custom vector graphics for the player's arrow, but what abour for non-player Things shown on the automap, having their own Vectors defined? Like, showing monsters as Xs, Items as Os, etc.; preferably without/replacing the triangle normally shown with a scanner powerup.
- Wed Jan 17, 2018 7:23 pm
- Forum: Scripting
- Topic: Episode Select submenu?
- Replies: 1
- Views: 437
Episode Select submenu?
The ZDoom wiki gives out the Menudef tag for the Episode Select menu, but I can't seem to figure out how to edit it. Specifically what I want to do is add a new option to the Episode Select menu, looking like a new episode, but when it's selected, it instead opens up a submenu (Which I have defined ...
- Wed Jan 17, 2018 7:13 pm
- Forum: Scripting
- Topic: Checking for Void Space when spawning
- Replies: 13
- Views: 1751
Re: Checking for Void Space when spawning
One thing you could do is have the beacon fire out invisible projectiles all around it with various friction variables, so that the projectiles will stop moving at different spots from each others. Give the projectiles the +Shootable +Floorhugger and +Ripper Flags, so long as no actor has the ...
- Mon Jan 08, 2018 2:27 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Winter Wonderland- Shirts and Skins!
- Replies: 3
- Views: 2718
Re: Winter Wonderland- Now on Zan!
TSPG issues seem to have been fixed for the time being, server info has been updated in the OP
- Wed Dec 13, 2017 11:12 am
- Forum: Scripting
- Topic: Custom HUD not animating in Widescreen
- Replies: 4
- Views: 846
Re: Custom HUD not animating in Widescreen
Huh, odd. I just tested this in ZDoom, and both modes operate fine, but in Zandronum, the 16:9 mode still doesn't work...
- Sun Dec 10, 2017 8:28 pm
- Forum: Scripting
- Topic: Custom HUD not animating in Widescreen
- Replies: 4
- Views: 846
Re: Custom HUD not animating in Widescreen
Well, that's the entire SBARINFO, but I'll cut it and upload it
EDIT: https://allfearthesentinel.net/zandronu ... =wwhud.pk3 The HUD in question
EDIT: https://allfearthesentinel.net/zandronu ... =wwhud.pk3 The HUD in question
- Sat Dec 09, 2017 10:25 pm
- Forum: Scripting
- Topic: Custom HUD not animating in Widescreen
- Replies: 4
- Views: 846
Re: Custom HUD not animating in Widescreen
Nothing? Nobody?