Search found 66 matches

by dodopod
Fri Jun 19, 2020 8:48 am
Forum: Off-Topic
Topic: The "Fresh Free Game Deals" Thread
Replies: 679
Views: 177286

Re: The "Fresh Free Game Deals" Thread

Kinsie wrote:It looks like it's supposed to also be free on Steam, but it currently looks to be bugged so hold your horses on that one.
I guess they fixed it already, because it worked for me.
by dodopod
Fri May 08, 2020 10:23 am
Forum: Resources
Topic: Multi-spotlight flashlight
Replies: 14
Views: 4601

Re: Multi-spotlight flashlight

I considered that when I made it. I think you could spawn an actor that sticks to the center of the flashlight's spot, and calls A_AlertMonsters every tic.
by dodopod
Tue Apr 28, 2020 8:12 am
Forum: Resources
Topic: Multi-spotlight flashlight
Replies: 14
Views: 4601

Re: Multi-spotlight flashlight

Sure, go ahead.
by dodopod
Mon Apr 06, 2020 2:57 pm
Forum: Script Library
Topic: [ZScript] Destructible geometry material handler
Replies: 18
Views: 6170

Re: [ZScript] Destructible geometry material handler

Okay, I didn't realize it, but Sector_Set3DFloor specials get erased, after the level loads. The good news is that it's actually much easier to do what you're trying to do than I originally thought. Try this: override void Material3DDestroyed(WorldEvent e) { // I was wrong about how to calculate the ...
by dodopod
Sun Apr 05, 2020 2:37 pm
Forum: Script Library
Topic: [ZScript] Destructible geometry material handler
Replies: 18
Views: 6170

Re: [ZScript] Destructible geometry material handler

I think I might know how to do that. The control sector has one line that defines it as a 3D floor. That line's first argument is the tag of the sectors where that 3D floor appears. So, what you need to do is iterate over e.damageSector.lines, until you find the one where special == 160 (i.e. Sector ...
by dodopod
Tue Mar 31, 2020 8:16 am
Forum: Script Library
Topic: [ZScript] Destructible geometry material handler
Replies: 18
Views: 6170

Re: [ZScript] Destructible geometry material handler

Oh, EjectDebris needs to be inside the DirtHandler class.
by dodopod
Tue Mar 31, 2020 7:39 am
Forum: Script Library
Topic: [ZScript] Destructible geometry material handler
Replies: 18
Views: 6170

Re: [ZScript] Destructible geometry material handler

It would be almost the same, probably something like this: void EjectDebris(int amount, class<Actor> debrisCls, Vector3 pos, float maxVel) { for (int i = 0; i < amount; i++) { let mo = Actor.Spawn(debrisCls, pos); mo.vel.x = frandom(-maxVel, maxVel); mo.vel.y = frandom(-maxVel, maxVel); mo.vel.z ...
by dodopod
Mon Mar 30, 2020 12:39 pm
Forum: Script Library
Topic: [ZScript] Destructible geometry material handler
Replies: 18
Views: 6170

Re: [ZScript] Destructible geometry material handler

Caligari's mostly right -- you can trigger line effects too, but that's about it. I'm not entirely sure what you're going for. The less dynamic it is, the easier it would be to do, but you might be able to pull off something more complex with some tricks. If you just want a destructible wall, the ...
by dodopod
Mon Dec 16, 2019 6:16 pm
Forum: Scripting
Topic: Menu key event detection
Replies: 4
Views: 481

Re: Menu key event detection

My goal is to create a GUI API along the lines of Z-Windows or ZGUI. The menu is supposed to contain a root window, that contains other windows, etc. and keyboard events are supposed to be passed down from the parent to the active child. If one of the leaf windows is a text field, then it should be ...
by dodopod
Sat Dec 14, 2019 11:35 am
Forum: Scripting
Topic: Menu key event detection
Replies: 4
Views: 481

Re: Menu key event detection

I don't think there's anything I can do with those enums that would work. I understand that, for non-printable characters, the key that was pressed would be an ESpecialGuiKeys value stored in keyChar, and that keyString would be empty. But I should still get something like this in the console: key ...
by dodopod
Fri Dec 13, 2019 8:11 pm
Forum: Scripting
Topic: Menu key event detection
Replies: 4
Views: 481

Menu key event detection

I have code like this: class MyMenu : GenericMenu { override bool OnUIEvent(UIEvent ev) { if (ev.type == UIEvent.Type_KeyDown) { Console.Printf("%s key pressed", ev.keyString); } else if (ev.type == UIEvent.Type_KeyUp) { Console.Printf("%s key released", ev.keyString); } else if (ev.type == UIEvent ...
by dodopod
Mon Jul 22, 2019 6:02 pm
Forum: Closed Bugs [GZDoom]
Topic: Undo by death morph style crashes game when falling
Replies: 1
Views: 264

Undo by death morph style crashes game when falling

If the player is morphed with the MRF_UndoByDeath morph-style flag set, and then falls to their death, the game will crash, instead of unmorphing them.
by dodopod
Wed Jul 10, 2019 6:15 pm
Forum: Script Library
Topic: [ZScript] Quake-style movement - v2.0.2
Replies: 50
Views: 33133

Re: [ZScript] Quake-style movement - v2.0.2

Did you remember to add the player class in MAPINFO?

Edit: Also the handler warnings don't matter. That's just because I use a float as an int, somewhere.
by dodopod
Wed Jul 10, 2019 6:14 pm
Forum: Resources
Topic: Multi-spotlight flashlight
Replies: 14
Views: 4601

Re: Multi-spotlight flashlight

I just made a small edit to the code to make that easier. Now all you have to do is: class Headlamp : Infrared replaces Infrared { Default { Powerup.Type "PowerHeadlamp"; } } class PowerHeadlamp : PowerFlashlight { Default { Powerup.Duration -20; PowerFlashlight.EnergyType ""; PowerFlashlight ...

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