My english is not very good, i was on Realm667 website when i saw a post telling about this mod, and the link brought me here, wanted to say this is awesome! Keep it up, bro!
Obs: is it even possible to change my username..?
Search found 14 matches
- Thu Nov 22, 2018 1:18 am
- Forum: TCs, Full Games, and Other Projects
- Topic: (WIP) Super Mario Vastidity - (TC)
- Replies: 36
- Views: 12374
- Tue Nov 20, 2018 10:04 am
- Forum: Scripting
- Topic: Morphed player not showing crouch sprites, instead shrunking
- Replies: 2
- Views: 210
Re: Morphed player not showing crouch sprites, instead shrun
Thank you, it's working now!! Damn, i worked so much on that crouching sprite, i was afraid that i wouldn't be able to use it due to possible limitations!Graf Zahl wrote:It cannot deduce the real sprite because you used TNT1 in the spawn state. The spawn state's sprite must be valid for the replacement to occur.
- Mon Nov 19, 2018 10:20 pm
- Forum: Scripting
- Topic: Morphed player not showing crouch sprites, instead shrunking
- Replies: 2
- Views: 210
Morphed player not showing crouch sprites, instead shrunking
Is that a limitation? Or am i commiting mistake on my codes? actor GhostgirlPlayer : DoomPlayer { +NOSKIN +DONTTRANSLATE +NODAMAGETHRUST +NOBLOOD +PLAYERPAWN.CROUCHABLEMORPH -PICKUP Speed 1 Health 100 Radius 16 Height 56 Mass 100 Player.JumpZ 0 Player.ViewHeight 52 PainChance 0 Player.DisplayName ...
- Sun Nov 18, 2018 8:56 pm
- Forum: Scripting
- Topic: How do the Teleporter (Hide and Seek) weapon class works?
- Replies: 2
- Views: 220
Re: How do the Teleporter (Hide and Seek) weapon class works
Um...do you have a link? You mean the Hide and Seek wad? I downloaded it from here, but the script that teleports the player class is compiled and it's impossible to look into: https://www.wad-archive.com/download/4eadca9ed0f11476940b6f6ac5da08e1/hnsv1.0.1.pk3 And the wad i'm working into only have ...
- Sun Nov 18, 2018 7:21 pm
- Forum: Scripting
- Topic: How do the Teleporter (Hide and Seek) weapon class works?
- Replies: 2
- Views: 220
How do the Teleporter (Hide and Seek) weapon class works?
Please, could someone help me? How do the Teleporter (Hide and Seek) weapon class works? I mean that hitscan weapon that shoots to a place and then makes you teleport to that place. I tried downloading and looking into the wad but unfortunelly it's hardcoded. I'm trying to make a ghost girl who can ...
- Mon Dec 18, 2017 3:28 pm
- Forum: Scripting
- Topic: Disconnect script [HELP] (SOLVED)
- Replies: 5
- Views: 715
Re: Disconnect script [HELP]
Thank you guys, and also, thank you, Arctangent! The last comment made by you enlightened me :idea: Personally the variable thing is complexy to me, then i used something based on the other way you showed, that is checking if something stills exist on the map, and that is where the custom weapon ...
- Mon Dec 18, 2017 1:11 pm
- Forum: Scripting
- Topic: Disconnect script [HELP] (SOLVED)
- Replies: 5
- Views: 715
Re: Disconnect script [HELP]
This seems complexy :x I'm curious on how mods like AOW, Zombie Horde, Deathrun, WhoDunIt and the likes do to select a new pursuer when the actual one leaves while the match is running.. :o Here is the full script, just to complement, also in the hope that someone find the issue: #include "zcommon ...
- Mon Dec 18, 2017 11:22 am
- Forum: Scripting
- Topic: Disconnect script [HELP] (SOLVED)
- Replies: 5
- Views: 715
Disconnect script [HELP] (SOLVED)
Can someone help me? Why isn't this script working: script 5 (int playernum) DISCONNECT //I didn't get this part.. How to identify if the one leaving is the seeker, only executing the other script if it is him? :x { if (ActivatorTID() == 1) //The tid of the seeker is 1 { SetFont("BIGFONT ...
- Sat Dec 16, 2017 7:16 pm
- Forum: Script Library
- Topic: [Code] Footsteps - v5 released!
- Replies: 96
- Views: 61469
Re: [Code] Footsteps - v5 released!
By any chance would it be possible to add a feature where the player make no footstep sounds when not running?
- Fri Nov 03, 2017 9:44 am
- Forum: Gameplay Mods
- Topic: Doom behavior
- Replies: 4
- Views: 2810
Re: Doom behavior
Very good! Loved the ideas, very creative!
- Mon May 08, 2017 7:26 pm
- Forum: Editing (Archive)
- Topic: Stretch Fullscreen HUD problem
- Replies: 2
- Views: 406
Re: Stretch Fullscreen HUD problem
Thank you!! Finally fixed it! 

- Mon May 08, 2017 5:31 pm
- Forum: Editing (Archive)
- Topic: Stretch Fullscreen HUD problem
- Replies: 2
- Views: 406
Stretch Fullscreen HUD problem
When i disable this option, my hud gets messed up.. What could possibly be happening? (It happens on both Zandronum and GZDoom) :x Here is the code and a print: http://i.imgur.com/NZ8weN8.png base doom; height 32; InterpolateHealth true, 8; InterpolateArmor true, 8; LowerHealthCap false ...
- Thu May 04, 2017 2:50 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 893997
Re: The "How do I..." Thread
...i realized that one last thing is missing... on Duke Nukem, at the same time that the particle bounces, it decreases in size until disappearing. +USEBOUNCESTATE, then define a Bounce state where it decreases scale by the desired amount. Thank you for your answer! But unfortunately or I actually ...
- Wed May 03, 2017 5:14 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 893997
Re: The "How do I..." Thread
How do i do: It took me time, but i finally finished polishing the script of this glass particle to use on my wad: actor GlassParticle { Radius 3 Height 3 Damage 0 PROJECTILE +DOOMBOUNCE +BOUNCEONACTORS +DONTSPLASH +FLOORCLIP +FORCEXYBILLBOARD +THRUGHOST -NOGRAVITY -NOBLOCKMAP -NOTELEPORT -SOLID ...