Search found 178 matches

by LanHikariDS
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!
by LanHikariDS
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 ...
by LanHikariDS
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 ...
by LanHikariDS
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
by LanHikariDS
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...
by LanHikariDS
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 ...
by LanHikariDS
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!
by LanHikariDS
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...
by LanHikariDS
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.
by LanHikariDS
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 ...
by LanHikariDS
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 ...
by LanHikariDS
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
by LanHikariDS
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...
by LanHikariDS
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
by LanHikariDS
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?

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