Search found 24 matches
- Wed Dec 09, 2020 6:53 am
- Forum: Scripting
- Topic: [DECORATE] Damage Multiplier CVAR Error???
- Replies: 6
- Views: 536
Re: [DECORATE] Damage Multiplier CVAR Error???
If your CVARs are adjusted in the menu via sliders, it could be a floating point precision issue. Try setting the values of both CVARs manually via console commands and see if it fixes the problem. If the issue still persists, please post your entire mod or at least the part with the actor that has ...
- Wed Dec 09, 2020 6:41 am
- Forum: Scripting
- Topic: [DECORATE] Damage Multiplier CVAR Error???
- Replies: 6
- Views: 536
Re: [DECORATE] Damage Multiplier CVAR Error???
I'm unable to reproduce this, with both CVARs at 1.0 my attacks always deal 5 damage. Maybe you're using an outdated GZDoom version? Just grabbed the newest version, and then started with a new gzdoom-[username].ini. Apparently it was something within that .ini that was causing it, as the weapon ...
- Tue Dec 08, 2020 4:47 pm
- Forum: Scripting
- Topic: [DECORATE] Damage Multiplier CVAR Error???
- Replies: 6
- Views: 536
[DECORATE] Damage Multiplier CVAR Error???
I intend to use float CVARs to allow for individually customizable damage multipliers (I understand that it will be rounded, which is fine), but I've encountered some weirdness when simply using values of 1.00. I've implemented them like so: A_FireBullets (2.2, 0, -1, ( 5 * GetCVAR ...
- Wed Jun 12, 2019 3:15 am
- Forum: Scripting
- Topic: CustomInventory Executing ACS On Pickup + A_RadiusGive?
- Replies: 3
- Views: 398
Re: CustomInventory Executing ACS On Pickup + A_RadiusGive?
WOW I'm an idiot. Yep, that makes it work. Thank youCherno wrote:Perhaps you need to use ACS_NamedExecuteAlways?

- Wed Jun 12, 2019 2:27 am
- Forum: Scripting
- Topic: CustomInventory Executing ACS On Pickup + A_RadiusGive?
- Replies: 3
- Views: 398
CustomInventory Executing ACS On Pickup + A_RadiusGive?
I've got a custominventory item that, in its pickup state, uses ACS_NamedExecute to execute a script for the calling actor. These items are given out to monsters by a usable item which uses A_RadiusGive (no filter for class/species, no mindist or limit). The problem is that, when the items are ...
- Mon Jun 10, 2019 3:03 am
- Forum: Scripting
- Topic: How to check if calling actor still exists? (ACS)
- Replies: 1
- Views: 276
How to check if calling actor still exists? (ACS)
So, I've got a Kill script going in ACS that does stuff to the calling actor after a delay. There's a bit of a quirk with this in that if it's something like a Pain Elemental, which just "goes away" after it dies, the script just breaks because the calling actor no longer exists. Due to the nature ...
- Wed Jan 30, 2019 9:47 pm
- Forum: Scripting
- Topic: Using Decorate Functions From Multiple Games?
- Replies: 5
- Views: 377
Re: Using Decorate Functions From Multiple Games?
Just putting this here in the rare chance that someone may stumble upon this while having issues with editor numbers through a doomednumber thing in the MAPINFO lump Forum posts that I've seen indicate that, for some reason, gzdoombuilder in particular is weird about reading MAPINFO lumps. However ...
- Tue Jan 29, 2019 4:38 am
- Forum: Scripting
- Topic: Using Decorate Functions From Multiple Games?
- Replies: 5
- Views: 377
Re: Using Decorate Functions From Multiple Games?
Well for one, those actors already exist. All the actors native to the games ZDoom natively supports are loaded in, regardless of what game you're playing. All you need to do is add the actor's sprites and sounds, and redefine the sounds in SNDINFO ( as that is game-specific, but you just have to ...
- Mon Jan 28, 2019 11:54 pm
- Forum: Scripting
- Topic: Using Decorate Functions From Multiple Games?
- Replies: 5
- Views: 377
Re: Using Decorate Functions From Multiple Games?
Well for one, those actors already exist. All the actors native to the games ZDoom natively supports are loaded in, regardless of what game you're playing. All you need to do is add the actor's sprites and sounds, and redefine the sounds in SNDINFO ( as that is game-specific, but you just have to ...
- Mon Jan 28, 2019 10:51 pm
- Forum: Scripting
- Topic: Using Decorate Functions From Multiple Games?
- Replies: 5
- Views: 377
Using Decorate Functions From Multiple Games?
I've been importing decorative objects from Hexen (using the decorate lump) into my wad file, which is for use in Doom 2. I've hit a snag regarding "native" things, mostly native actor functions. Either my research skills are very poor or there's very little documentation on this. Either way ...
- Mon Jan 07, 2019 8:02 am
- Forum: Scripting
- Topic: Menu Option Sounds
- Replies: 0
- Views: 129
Menu Option Sounds
Is there a way to add a sound that plays when mousing over menu options? Sorry for such a simple question, but I haven't been able to find any documentation that confirms or denies this capability.
- Sun Dec 09, 2018 5:12 pm
- Forum: Scripting
- Topic: ForceKillScripts Just Doesn't Work
- Replies: 4
- Views: 404
Re: ForceKillScripts Just Doesn't Work
The script is run successfully. The problem is that you're using [wiki]Print[/wiki] instead of [wiki]PrintBold[/wiki] to do your testing. While this isn't related to this issue, you need the #library [wiki]directive[/wiki] at the top of the ACS file, before even #include. #library "HASCRIPT" You're ...
- Sun Dec 09, 2018 4:56 pm
- Forum: Scripting
- Topic: ForceKillScripts Just Doesn't Work
- Replies: 4
- Views: 404
Re: ForceKillScripts Just Doesn't Work
http://www.mediafire.com/file/hr2a1fvwx ... ropper.wadBlue Shadow wrote:I just tested it, and seems to work. Could you post your mod?
Sorry if I'm just making some really stupid mistake here
- Sun Dec 09, 2018 4:21 pm
- Forum: Scripting
- Topic: ForceKillScripts Just Doesn't Work
- Replies: 4
- Views: 404
ForceKillScripts Just Doesn't Work
Like the title implies, it just refuses to work. I've boiled everything down into such minimal content that it can't possibly be anything else. In the ZMAPINFO lump, the only two entries in gameinfo are ForceKillScripts being set to "True" and a titlemusic change. The title screen music is different ...
- Sun Nov 12, 2017 2:12 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 894328
Re: The "How do I..." Thread
I've now also made it such that the railgun attack temporarily increases the target's pain threshold to 1 instead of 0, so this works 100% perfectly now How? Alongside the railgun attack, I used: A_SetPainThreshold(1,2) Since the attack deals 0 damage, the target's new threshold of 1 is beyond the ...