Search found 52 matches

by Popsoap10
Fri Apr 27, 2018 5:53 am
Forum: Scripting
Topic: Inventory Wizardry
Replies: 8
Views: 868

Re: Inventory Wizardry

Blue Shadow wrote:Could you explain more? I'm not sure what "percent based Inventory items" means.
He's talking about the mechanics of build engine inventory items. Where an inventory item starts with 100 units (or 100%), and using it consumes the units until it reaches 0. Something like this.
by Popsoap10
Wed Aug 09, 2017 6:14 pm
Forum: Editing (Archive)
Topic: Stationary monsters that stand and attack?
Replies: 4
Views: 971

Re: Stationary monsters that stand and attack?

You can do it 2 ways: Actor StationaryTurningImp : DoomImp { Speed 0 States { See: TROO AABBCCDD 3 A_Chase Loop } } Or Actor StationaryNonTurningImp : DoomImp { States { See: TROO AABBCCDD 3 A_Chase("Melee", "Missile", CHF_DONTMOVE) Loop } }
by Popsoap10
Tue Jul 04, 2017 2:19 pm
Forum: Editing (Archive)
Topic: Having a rocket jump not damage the player (SOLVED)
Replies: 14
Views: 2766

Re: Having a rocket jump not damage the player

What would a good way to reduce rocket self-damage without reducing it for damage inflicted upon other players? I'm interested in improving rocket jumping without reducing Deathmatch effectiveness. You could have the projectile call A_Explode twice. And have the rest of the force be applied with A ...
by Popsoap10
Sun Jul 02, 2017 6:29 pm
Forum: Editing (Archive)
Topic: Having a rocket jump not damage the player (SOLVED)
Replies: 14
Views: 2766

Re: Having a rocket jump not damage the player

That did the trick, Thank you. However, now the projectile doesn't do the same amount of damage it originally did, nor does it actually propel me into the air. I've included the DECORATE file for the custom projectile. If you want it to propel you with no damage, you need to specify a DamageType on ...
by Popsoap10
Fri May 05, 2017 9:32 pm
Forum: Off-Topic
Topic: Annual FCC Shenanigans
Replies: 27
Views: 1898

Re: Annual FCC Shenanigans

I would like to add that in some circles, there is a festering attitude that ANY sort of government regulation, no matter how small or reasonable, should be removed. Oftentimes in the name of a free market or freedom of choice. I never understand these kinds of arguments against net neutrality ...
by Popsoap10
Wed May 03, 2017 1:45 pm
Forum: Editing (Archive)
Topic: [Solved] Inherited actor drops nothing if parent drops sth.
Replies: 3
Views: 262

Re: Making an inherited actor drop nothing if parent drops s

Tormentor667 wrote:Is there a way to make an actor, that inherits its behaviour from another actor, drop nothing even though the parent actor drops something?

Code: Select all

DropItem ""
Just have an empty string for the DropItem property.
by Popsoap10
Sun Apr 23, 2017 3:00 pm
Forum: Gameplay Mods
Topic: Samsara - 0.3666 - World Tour
Replies: 490
Views: 110995

Re: Samsara - 0.3666 - World Tour

For those of you who really hate how the Undead Warrior's bloody axes lag like hell with bloodyhell turned on...
by Popsoap10
Mon Apr 10, 2017 3:36 pm
Forum: Editing (Archive)
Topic: [Decorate] toggleable inventory items.
Replies: 7
Views: 794

Re: [Decorate,Zandronum] toggleable inventory items.

monkeybtm6 wrote:tried doing it with custom inventory but that seems to ignore any delays i put and just loops through instantly.
CustomInventory does not allow for any frame durations. If you want a delay, you either need ACS, or this incredibly hacky method I found.
by Popsoap10
Sun Apr 09, 2017 7:02 pm
Forum: Editing (Archive)
Topic: Rifle not working
Replies: 12
Views: 1105

Re: Rifle not working

Roozy1999 wrote:Look at THIS:
*Gigantic error text*
From a first glance, it looks like you removed the state label. Can you post the code which you ran to get this?
by Popsoap10
Sun Apr 09, 2017 6:58 pm
Forum: Editing (Archive)
Topic: How to make casings get crushed?
Replies: 15
Views: 1315

Re: How to make casings get crushed?

Still need to find out why they glide on lifts that are currently going up or down, not sure if that one can be fixed. This sounds like a case where the casings are spawning close enough to the floor that they aren't technically colliding with the ground. The only way I found to fix this is to have ...
by Popsoap10
Fri Mar 31, 2017 1:37 pm
Forum: Editing (Archive)
Topic: cancel reloading, pick up weapons.
Replies: 5
Views: 493

Re: cancel reloading, pick up weapons.

does someone here knows where do i cancel the reload option in slade? Wait why? That option is only for weapons which have a reload state. Since your weapons don't have reloads anyway, it wouldn't do anything. does someone here knows where do i cancel auto weapon pickup? Assuming you want the ...
by Popsoap10
Thu Mar 30, 2017 8:31 pm
Forum: Abandoned/Dead Projects
Topic: Doom 64: Retribution
Replies: 395
Views: 78457

Re: [WIP] Doom 64: Retribution - Launch Trailer!

About god damn time GZDoom (and possibly Zandronum) got a Doom 64 mapset for it. Ever since I saw Doom 64: Absolution, I've been waiting for some GZDoom equivalent.

Nice work for managing to do what no one else had the will to do.
by Popsoap10
Wed Mar 22, 2017 6:11 am
Forum: Editing (Archive)
Topic: Monster teleport at you
Replies: 8
Views: 1189

Re: Monster teleport at you

Redefine the player? I make a doom player that is exaclty the same, but it have a TID? Yes, calling Thing_ChangeTID(0, newtid) in the new player will do this. You need to do this so the marines calling Thing_Move will have a TID for teleporting to the player. If you don't feel like making a new ...
by Popsoap10
Tue Mar 21, 2017 8:01 pm
Forum: Editing (Archive)
Topic: Monster teleport at you
Replies: 8
Views: 1189

Re: Monster teleport at you

However, through scripting or Decorate, it is also possible to assign something a TID dynamically. The problem is, I can't remember exactly what the functions are called that set TIDs. =/ Is this what you were thinking of? BUT I don't know the player TID You don't know it because it isn't set. You ...

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