Search found 14 matches

by Barny-kun
Thu Nov 22, 2018 1:18 am
Forum: TCs, Full Games, and Other Projects
Topic: (WIP) Super Mario Vastidity - (TC)
Replies: 36
Views: 12374

Re: 3D Super Mario TC - How to Get Sued in 5 Minutes

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..?
by Barny-kun
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

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.
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!
by Barny-kun
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 ...
by Barny-kun
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 ...
by Barny-kun
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 ...
by Barny-kun
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 ...
by Barny-kun
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 ...
by Barny-kun
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 ...
by Barny-kun
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?
by Barny-kun
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!
by Barny-kun
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! :D
by Barny-kun
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 ...
by Barny-kun
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 ...
by Barny-kun
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 ...

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