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by LogicalFallacy
Sat Mar 18, 2017 1:28 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 895132

Re: The "How do I..." Thread

@XASSASSINX What does his See state look like?
by LogicalFallacy
Wed Mar 15, 2017 5:09 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 895132

Re: The "How do I..." Thread

Remove that line and change the ticks on that first line to -1.
by LogicalFallacy
Sun Mar 12, 2017 7:16 am
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 895132

Re: The "How do I..." Thread

Ah. From a glance at the wiki, A_GunFlash lets you point it at whatever state you want, so you can definitely make an AltFlash state if you want and it should work as you desire.

Page for reference: https://zdoom.org/wiki/A_GunFlash
by LogicalFallacy
Sun Mar 12, 2017 4:05 am
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 895132

Re: The "How do I..." Thread

DoomKrakken wrote:Can different weapon overlays have their own Gunflash?
Absolutely! Each of the vanilla weapons already does!
by LogicalFallacy
Sat Mar 11, 2017 11:59 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 895132

Re: The "How do I..." Thread

I fiddled in some mods the last days and learned to adjust weapon damage thanks to kodi, KuroTsuki and the ZDoom Wiki. Now I'm trying to adjust the fire rate. I checked the Wiki but couldn't find what I'm looking for. Any help? For that you'll want to adjust how long the animation takes. So for ...
by LogicalFallacy
Sat Mar 11, 2017 5:56 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 895132

Re: The "How do I..." Thread

The variable has to be defined outside of any scripts, as in my first example, to be a public variable. His OPEN script just accesses it to see if it's hit the target.
by LogicalFallacy
Sat Mar 11, 2017 3:24 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 895132

Re: The "How do I..." Thread

The OPEN script Nevander posted just checks if the variable has reached its target every 10 ticks. It doesn't care about the players at all. edit to avoid double-posting. In that case, Nevander's example is much better, you'll just want to include the line useCount++; in the script for every switch ...
by LogicalFallacy
Sat Mar 11, 2017 3:21 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 895132

Re: The "How do I..." Thread

You need to define the variable as its initial point somewhere outside the script itself, either at the start of your ACS or in the script header. Then put a line to increment your counter and an if statement for i's target number. So something like int counter = 0; script 11 (void) { counter++; if ...
by LogicalFallacy
Fri Mar 10, 2017 5:00 am
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 895132

Re: The "How do I..." Thread

Thank you kindly good sir.
by LogicalFallacy
Fri Mar 10, 2017 4:48 am
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 895132

Re: The "How do I..." Thread

Could y'all point me at some mods that are using ZScript? I'm interested in updating from GZDoom 2.2, but I learn these kinds of things much better when I can actually see how they're done, as opposed to just reading through the page on the wiki.
by LogicalFallacy
Wed Feb 22, 2017 2:25 am
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 895132

Re: The "How do I..." Thread

LogicalFallacy: A_GiveToTarget instead of A_DropItem should work most of the time. An initially more complex but more comprehensive and maintainable solution would be to make the sword attack use a custom puff that has +PUFFGETSOWNER, +PUFFONACTORS and +HITTRACER* and have it call A_GiveToTarget ...
by LogicalFallacy
Tue Feb 21, 2017 6:19 am
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 895132

Re: The "How do I..." Thread

So I ran into another issue with the mod I'm working on, and I'm halfway hoping it's another case of me being stupid and only needs a really simple fix. The same weapon I was just getting started has a standard sword swing attack and an alt-fire that launches a projectile. I'm trying to get it put ...
by LogicalFallacy
Sun Feb 19, 2017 8:50 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 895132

Re: The "How do I..." Thread

Enjay wrote:The decorate references sprites like SWPI but I don't see and sprites with that name in the file.
Hooray for missing the obvious! Thank you, that was the issue.
by LogicalFallacy
Sun Feb 19, 2017 5:04 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 895132

Re: The "How do I..." Thread

I'm poking my head back into modding after being away for a while. I picked this project back up, but the weapon I just started working on seems not to be behaving properly. I cannot pick up the weapon (SpellSword.dec) or get it into my inventory even through console commands. Here's the link to the ...
by LogicalFallacy
Fri Nov 25, 2016 8:11 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 895132

Re: The "How do I..." Thread

I assume you need a specific shotgun guy dropping it? If so, give him a Spawn Thing action with the desired keycard as the thing. Actor actions activate on death, so this will cause the keycard to "drop" when he is killed.

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