Search found 40 matches
- Mon Feb 18, 2019 3:43 pm
- Forum: Assets (and other stuff)
- Topic: How are spotlights defined for use?
- Replies: 3
- Views: 1328
Re: How are spotlights defined for use?
When defining in zscript it's better to use the constant references and properties directly: args[LIGHT_RED] = Red; args[LIGHT_GREEN] = Green; args[LIGHT_BLUE] = Blue; args[LIGHT_INTENSITY] = Intensity; SpotInnerAngle = InnerAngle; SpotOuterAngle = OuterAngle; 8-) Thanks for getting back on this, I ...
- Wed Feb 13, 2019 3:57 pm
- Forum: Assets (and other stuff)
- Topic: How are spotlights defined for use?
- Replies: 3
- Views: 1328
Re: How are spotlights defined for use?
Follow up on an attempt with spotlights: So I've managed to create a spotlight by editing the ZSCRIPT file and adding the following code (of which I bumbled together using code from "FlashLight.pk3" that I found in some forum somewhere...) Class TestingSL : SpotLight { uint8 Red; uint8 Green; uint8 ...
- Sat Jan 19, 2019 10:42 am
- Forum: Assets (and other stuff)
- Topic: How are spotlights defined for use?
- Replies: 3
- Views: 1328
How are spotlights defined for use?
Hi everyone! Can spotlights be defined similarly to the other dynamic lights? For example a light that I have made to illuminate an actor when it fires their gun is: pointlight CROWENEMYFIRE { color 1.00 0.50 0.25 size 30 offset 0 32 0 } ... which then I can attach to the animation frame like this ...
- Tue Jan 01, 2019 3:20 pm
- Forum: Closed Bugs [GZDoom]
- Topic: ANIMDEFS no longer handles more than 6 frames for a switch
- Replies: 3
- Views: 265
Re: ANIMDEFS no longer handles more than 6 frames for a swit
Hi Graf! Thanks for looking at this. I have solved the issue (I think). This is quite a weird one too! I was using "CRBGSW07" on its own on a fake switch so it looks like one of the two is already switched on. The really weird part is that GZDoom only crashed if the Linedef with "CRBGSW07" on it was ...
- Mon Dec 31, 2018 10:43 pm
- Forum: Closed Bugs [GZDoom]
- Topic: ANIMDEFS no longer handles more than 6 frames for a switch
- Replies: 3
- Views: 265
ANIMDEFS no longer handles more than 6 frames for a switch
Hi all, Code: C0000005 (Access Violation - tried to write address FFFFFFFF905DC9BD) Address: 000000013FAFF22A Flags: 00000000 Thanks for the new GZDoom update as always! Some of my mod levels were causing a very fatal error after updating to 3.7.0. I went to do the classic "half the files until you ...
- Sun Sep 02, 2018 2:34 pm
- Forum: Scripting
- Topic: Can I prevent Project Brutality changing my unique TIDs?
- Replies: 3
- Views: 407
Re: Can I prevent Project Brutality changing my unique TIDs?
I have been thinking similarly, but I've been searching through the Wiki at what is available that might help. My actor that spawns a monster is an invisible flat pancake that when stepped on by the player (bumped) it runs a script that gets the player coordinates and spawns monsters. If I use "A ...
- Sun Sep 02, 2018 9:11 am
- Forum: Scripting
- Topic: Can I prevent Project Brutality changing my unique TIDs?
- Replies: 3
- Views: 407
Can I prevent Project Brutality changing my unique TIDs?
Hi everyone! This is a bit of a weird one, but someone may have had a similar issue with Project Brutality or other mods that randomly change monsters. I made an ACS script that will spawn monsters near the player using something like: SpawnForced ("ZombieMan", acx, acy, acz, UniqueTestNumber ...
- Tue Jul 31, 2018 11:49 am
- Forum: Closed Bugs [GZDoom]
- Topic: Door_Animated stuck if blocked by sprite/entity
- Replies: 3
- Views: 647
Re: Door_Animated stuck if blocked by sprite/entity
Thanks Graf! It is a strange one, but for what I'm using it for it isn't massively important. I will think of it as a feature for now haha! 
- Mon Jul 30, 2018 2:43 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Door_Animated stuck if blocked by sprite/entity
- Replies: 3
- Views: 647
Door_Animated stuck if blocked by sprite/entity
Hi everyone, I've tried searching around for anything similar on this. Animated doors get stuck in their 'open' state if they are blocked by a sprite, which may be a common bug/feature. I realised this was happening while testing with Project Brutality/Brutal Doom, it seems if blood sprites or ...
- Mon Jul 30, 2018 2:34 pm
- Forum: Scripting
- Topic: Can an actor obtain the sector index it is inside?
- Replies: 11
- Views: 2364
Re: Can an actor obtain the sector index it is inside?
This is all super-massively helpful, thanks guys! I will have a go at tinkering with various things methinks 
- Sun Jul 29, 2018 6:47 am
- Forum: Scripting
- Topic: Can an actor obtain the sector index it is inside?
- Replies: 11
- Views: 2364
Re: Can an actor obtain the sector index it is inside?
I too don't know why the ".D" does the thing we want either. I've been Googling and Googling but I can't seem to find any decent reference listing or some kind of "ZScript for absolute beginners but with tutorials on ALL the possible parameters". The best I've been doing so far is to extract all of ...
- Sat Jul 28, 2018 6:39 pm
- Forum: Scripting
- Topic: Can an actor obtain the sector index it is inside?
- Replies: 11
- Views: 2364
Re: Can an actor obtain the sector index it is inside?
You can check all the functions and stuff you can do with sectors in ZScript, in gzdoom.pk3, look for mapdata.txt inf ZScript folder. Dude, we did it! I had to make some changes, but after you suggested looking into to gzdoom.pk3, an entire new world of scripting was open before me! I changed the ...
- Thu Jul 26, 2018 3:36 pm
- Forum: Scripting
- Topic: Can an actor obtain the sector index it is inside?
- Replies: 11
- Views: 2364
Re: Can an actor obtain the sector index it is inside?
You can access actor current sector in ZScript. Use Sector sec = myActor.CurSector; Then you get index int index = sec.Index(); Hi Krokots, I've had a dabble, however I have realised I have no idea what I am doing with this. I am good at defining DECORATE actors and have many ACS scripts ...
- Thu Jul 26, 2018 5:18 am
- Forum: Scripting
- Topic: Can an actor obtain the sector index it is inside?
- Replies: 11
- Views: 2364
Re: Can an actor obtain the sector index it is inside?
Awesome, thanks Krokots! This is absolutely brilliant. I will have a bash at playing around with this when I get home... on-the-fly exploding walls here we come! 
- Wed Jul 25, 2018 1:38 pm
- Forum: Scripting
- Topic: Can an actor obtain the sector index it is inside?
- Replies: 11
- Views: 2364
Can an actor obtain the sector index it is inside?
Good evening everyone! I am attempting to find a method to get an actor to retrieve the sector index it is inside, not the sector tag. For example if I type the console command " currentpos " just after entering Doom 2 MAP02 it shows me the following information: Current player position: (1104.000 ...