I guess they fixed it already, because it worked for me.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.
Search found 66 matches
- 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
- 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.
- Tue Apr 28, 2020 8:12 am
- Forum: Resources
- Topic: Multi-spotlight flashlight
- Replies: 14
- Views: 4601
Re: Multi-spotlight flashlight
Sure, go ahead.
- 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 ...
- 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 ...
- 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.
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- Fri Oct 04, 2019 2:45 pm
- Forum: Script Library
- Topic: [ZScript] ZScript Weapons Library - v0.3.0
- Replies: 25
- Views: 11938
- 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.
- 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.
Edit: Also the handler warnings don't matter. That's just because I use a float as an int, somewhere.
- 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 ...