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.Blue Shadow wrote:Could you explain more? I'm not sure what "percent based Inventory items" means.
Search found 52 matches
- Fri Apr 27, 2018 5:53 am
- Forum: Scripting
- Topic: Inventory Wizardry
- Replies: 8
- Views: 868
Re: Inventory Wizardry
- 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 } }
- 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 ...
- 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 ...
- Thu May 18, 2017 3:52 pm
- Forum: Off-Topic
- Topic: Annual FCC Shenanigans
- Replies: 27
- Views: 1898
- 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 ...
- 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 ""
- 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...
- 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.
CustomInventory does not allow for any frame durations. If you want a delay, you either need ACS, or this incredibly hacky method I found.monkeybtm6 wrote:tried doing it with custom inventory but that seems to ignore any delays i put and just loops through instantly.
- Sun Apr 09, 2017 7:02 pm
- Forum: Editing (Archive)
- Topic: Rifle not working
- Replies: 12
- Views: 1105
Re: Rifle not working
From a first glance, it looks like you removed the state label. Can you post the code which you ran to get this?Roozy1999 wrote:Look at THIS:
*Gigantic error text*
- 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 ...
- 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 ...
- 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.
Nice work for managing to do what no one else had the will to do.
- 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 ...
- 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 ...