Search found 33 matches
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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...
- 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 ...
- 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>).
It worked! Thanks"Return ResolveState" instead of "Goto" statements

- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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.
So, if you ever see any "193" and/or unknown "c1" errors while browsing SLADE console, you should know what to do.
- 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 ...
- 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 ...