Search found 33 matches

by Pink Baron
Mon Sep 11, 2017 4:54 pm
Forum: Scripting
Topic: "How do I ZScript?"
Replies: 1451
Views: 197916

Re: "How do I ZScript?"

@Pink Baron: Playing with the HUD state is slightly more roundabout, but doable. "Frame = 1" will affect the player sprite, as you've found out, but even changing it to "invoker.Frame = 1" will not have the desired effect -- it'll change the shotgun's pickup sprite (which will have no real effect ...
by Pink Baron
Mon Sep 11, 2017 9:41 am
Forum: Scripting
Topic: "How do I ZScript?"
Replies: 1451
Views: 197916

Re: "How do I ZScript?"

Hi all! During my ZScripting some weapon stuff, I came across an obstacle. Long story short, I need to alter frame letters of single state, akin to A_SetTicks when it comes to their tick duration. // Doom 2 shotgun - vanilla Ready: SHTG A 1 A_WeaponReady // Objective = if user has 20 or less shells ...
by Pink Baron
Tue Jul 18, 2017 10:38 am
Forum: Scripting
Topic: "How do I ZScript?"
Replies: 1451
Views: 197916

Re: "How do I ZScript?"

I think you want to reference 'level' (declared here ) instead of declaring 'LevelLocals p'. What you are doing, instead of using the actual level info, is declaring a new object 'p' that is of struct type LevelLocals. When you check 'if (p)', it's declared and is present, despite every value being ...
by Pink Baron
Mon Jul 17, 2017 4:48 pm
Forum: Scripting
Topic: "How do I ZScript?"
Replies: 1451
Views: 197916

Re: "How do I ZScript?"

Hi all! I'm looking for the usage of map stats from LevelLocals global variable, but I don't figure out how to use them. For istance, I looked both on Wiki and GZdoom itself (base.txt), and compiled this sample code on a PlayerPawn's tick function . It won't log. Ever. Why? Virtual void ...
by Pink Baron
Fri Jun 30, 2017 2:56 pm
Forum: Scripting
Topic: "How do I ZScript?"
Replies: 1451
Views: 197916

Re: "How do I ZScript?"

Hi again! Is it possible (for bookeeping purposes and such) to declare a multi-dimensional constant string array via ZScript, akin to ACSes? str SomeNames[6][2] = { // ACS array, works just fine {"NiceName1", "EvilName1"}, {"NiceName2", "EvilName2"}, {"NiceName3", "EvilName3"}, {"NiceName4 ...
by Pink Baron
Thu Jun 29, 2017 2:02 pm
Forum: Scripting
Topic: "How do I ZScript?"
Replies: 1451
Views: 197916

Re: "How do I ZScript?"

This might do it: let blah = FindInventory(<ammoitem>); if(blah != null) { blah.MaxAmount += 3; // Increase the capacity by 3. } Didn't know can directly edit ammo like that, thanks! Sill no clue about passing "custom" items to actors in a radius...guess it's time to use that damn Thinker...
by Pink Baron
Wed Jun 28, 2017 3:56 pm
Forum: Scripting
Topic: "How do I ZScript?"
Replies: 1451
Views: 197916

Re: "How do I ZScript?"

Is it possible to have "A_RadiusGive" deliver an inventory item with some of its variables already defined, without resorting to ThinkerIterator and stuff? (For example, give enemies an item with caller PlayerNum as a var) Tried with different methods, most common error is like "Cannot convert ...
by Pink Baron
Mon Jun 19, 2017 3:41 am
Forum: Scripting
Topic: "How do I ZScript?"
Replies: 1451
Views: 197916

Re: "How do I ZScript?"

ZzZombo wrote:"goto" is static, thus it never considers any child overrides of the target state. You should use a jumping function, as they resolve dynamically. Like A_Jump(256,<state>).
"Return ResolveState" instead of "Goto" statements
It worked! Thanks :D
by Pink Baron
Sun Jun 18, 2017 3:33 pm
Forum: Scripting
Topic: "How do I ZScript?"
Replies: 1451
Views: 197916

Re: "How do I ZScript?"

Hi all! Fairly newbie to ZScript (busy converting all DECORATE from my projects), I've a problem with virtual functions and stuff. Class MyActor : Actor // Main { Default // Useless flags { + NOGRAVITY + NOTARGET + NOINTERACTION + INVISIBLE } int calculatednumber; int record; States { Spawn: TNT1 A ...
by Pink Baron
Tue May 02, 2017 3:17 pm
Forum: Gameplay Mods
Topic: [A.1x1 released] - Nightmare of the Sin (NotS)
Replies: 53
Views: 20628

Re: [A.1x1 released] - Nightmare of the Sin (NotS)

EDIT: Final ALPHA version, 1^2, AKA 1x1, is released and avaiable for download on first post. Sorry for the delay but you know, in order to do something good, it takes time . More rather useless images: https://s24.postimg.org/8lyb5iucl/image.png https://s24.postimg.org/cjlkuxh5x/image.png https ...
by Pink Baron
Fri Apr 14, 2017 2:39 pm
Forum: Gameplay Mods
Topic: [A.1x1 released] - Nightmare of the Sin (NotS)
Replies: 53
Views: 20628

Nightmare of the Sin (NotS) - little sneak peek

Pink Baron's here, Today I've officially done coding features into the build, and began playtesting for balancing purposes. This cycle should last a couple of days (damn Easter!), and it's the second to last step before release. Since this wad should also be a platform that modders can build maps ...
by Pink Baron
Mon Mar 13, 2017 4:33 pm
Forum: Gameplay Mods
Topic: [A.1x1 released] - Nightmare of the Sin (NotS)
Replies: 53
Views: 20628

Re: [V.1^2 coming soon, page 4] - Nightmare of the Sin (NotS

Pink Baron's here, just a quick update. I had some issues with SLADE's ACC for a couple of days, considerably slowing down my work. Thankfully it's now all solved. Last days I spent my time trying to update the HUD, with his own custom fonts. Here's a preview (on 1024x768): https://s22.postimg.org ...
by Pink Baron
Fri Mar 10, 2017 3:16 pm
Forum: Editing (Archive)
Topic: Slade refuses to compile ACSes [SOLVED]
Replies: 4
Views: 968

Re: Slade refuses to compile ACSes [SOLVED]

SOLVED: Found what the problem was...the paths were too long, hence the error.
So, if you ever see any "193" and/or unknown "c1" errors while browsing SLADE console, you should know what to do.
by Pink Baron
Thu Mar 09, 2017 3:02 pm
Forum: Editing (Archive)
Topic: Slade refuses to compile ACSes [SOLVED]
Replies: 4
Views: 968

Re: Slade refuses to compile ACSes...since now

How did you set lines for compiling your library? I mean did you check properly this ? Have you ever forgot to #include or #import a peculiar source file? How folders-wise is structured your pk3 too? I've already checked the ACS files, there's nothing wrong in there. In fact, if I manually ACC them ...
by Pink Baron
Thu Mar 09, 2017 1:11 pm
Forum: Editing (Archive)
Topic: Slade refuses to compile ACSes [SOLVED]
Replies: 4
Views: 968

Slade refuses to compile ACSes [SOLVED]

SOLVED: Found what the problem was...the paths were too long, hence the error. So, if you ever see any "193" and/or unknown "c1" errors while browsing SLADE console, you should know what to do. ----- Hi there, I'm here to talk about a (for me) serious problem. Since yesterday, I did compiling ACSes ...

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