Search found 82 matches

by Collegia Titanica
Sun Aug 30, 2020 4:45 pm
Forum: Scripting
Topic: How to attack actors in an array
Replies: 0
Views: 183

How to attack actors in an array

> pastebin related
https://pastebin.com/tx8YkG7r

I have this action function that I'm launching in a weapon's fire state
invoker.TriplePointAttack();

The goal: I want this function to scan the area, only put monster actors into an array that are within 2048 distance and are within 45 degree ...
by Collegia Titanica
Sun Aug 30, 2020 8:18 am
Forum: Scripting
Topic: {Solved}Tank movement problem {Zscript}
Replies: 2
Views: 317

{Solved}Re: Tank movement problem {Zscript}

Oh, I fixed it some time ago. Everything is working exactly as expected.
by Collegia Titanica
Sat Aug 22, 2020 11:42 am
Forum: Scripting
Topic: {Solved}Tank movement problem {Zscript}
Replies: 2
Views: 317

{Solved}Tank movement problem {Zscript}

I have made 35 obj files of treads moving so that I could assign one per frame, since doom runs at 35 fps. The goal is to load 35 obj models per second.
TNT1 A 1 {
If(IFV_Animation == 36)
IFV_Animation == 1;
Switch(IFV_Animation)
{
default:
break;
case 0: IFV_Animation = 1;
case 1: A ...
by Collegia Titanica
Fri Jun 19, 2020 1:09 pm
Forum: Feature Suggestions [GZDoom]
Topic: Disable texture filtering on an actor
Replies: 0
Views: 341

Disable texture filtering on an actor

It would be cool if you could just tell gzdoom to render an actor AS-IS, no filtering, no smoothing, basically no pixel operations.
Some sort of +FLAG.

Usecases : Realistically rendered flame or plasma or CG rendered character-turned-sprite . This shouldn't be too hard to add ?
by Collegia Titanica
Sun Sep 29, 2019 11:04 am
Forum: Closed Bugs [GZDoom]
Topic: VM Execution Aborted
Replies: 2
Views: 455

VM Execution Aborted

The last good version that this runs perfectly on is 3.7.2

But sometime during development of 3.8 pre, something was drastically changed, now I can't figure out why I get there errors.

https://imgur.com/PRCl5pN

The intent is to basically lock the skill levels when choosing New Game until an (x ...
by Collegia Titanica
Thu Mar 14, 2019 4:32 am
Forum: Scripting
Topic: Counting the number of levels in a wad
Replies: 2
Views: 305

Re: Counting the number of levels in a wad

Thanks, you saved the day again:)
by Collegia Titanica
Sat Mar 09, 2019 3:05 am
Forum: Scripting
Topic: Counting the number of levels in a wad
Replies: 2
Views: 305

Counting the number of levels in a wad

perhaps even listing them in an array.
by Collegia Titanica
Fri Jan 25, 2019 8:25 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: [Solved]Convert NewGame menu to zscript
Replies: 8
Views: 1236

Re: Convert NewGame menu to zscript

Absolutely incredible. Amazing.

You will live forever.
by Collegia Titanica
Thu Jan 24, 2019 3:11 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: [Solved]Convert NewGame menu to zscript
Replies: 8
Views: 1236

Re: Convert NewGame menu to zscript

Starting a game should change to PREMAP, black map, input locked, a zscript menu activated that has the same visuals as the current skill selection for familiarity.

However, this menu's difficulties will only be selectable/clickable if they are available.Each zscript version of a diff. corresponds ...
by Collegia Titanica
Thu Jan 24, 2019 1:44 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: [Solved]Convert NewGame menu to zscript
Replies: 8
Views: 1236

Re: Convert NewGame menu to zscript

Well then, is this even doable in any way ?
by Collegia Titanica
Thu Jan 24, 2019 12:17 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: [Solved]Convert NewGame menu to zscript
Replies: 8
Views: 1236

[Solved]Convert NewGame menu to zscript

Had a cool idea, lock a difficulty setting until the highest available is beaten (and by that I mean complete 7 maps on that difficulty). [Diablo 3 anyone ?]

Same thing could be used(in mods) to lock episodes, to make it one by one, like a proper campaign. If someone is pairing a campaign with this ...
by Collegia Titanica
Sat Jan 19, 2019 8:12 am
Forum: Closed Bugs [GZDoom]
Topic: Weird integer inflation beyond count. [Runnable demo]
Replies: 3
Views: 392

Weird integer inflation beyond count. [Runnable demo]

Large project stripped down to the very core of the problem;

This sample code tracks how much damage you've taken during the map, overrides the normal exit with a -nointermission mapchange to Intermap where Important stats are displayed. The result of this DamageTaken is important for a calculation ...
by Collegia Titanica
Thu Jan 10, 2019 12:29 pm
Forum: Scripting
Topic: [Zscript] Map Exploration %
Replies: 1
Views: 265

[Zscript] Map Exploration %

I'm sure you all know that shroud that gets revealed in RTS games as a unit moves.

I'm thinking of implementing a statistic feature:
-How much has the player explored the map ?

We have "secrets" but that doesn't tell much.

Brainstorming right now:
-Player actor emits linetrace rays often and in ...
by Collegia Titanica
Thu Jan 10, 2019 11:14 am
Forum: Closed Bugs [GZDoom]
Topic: [bfbf7ff9c]Crash on start-up
Replies: 27
Views: 2334

Re: [bfbf7ff9c]Crash on start-up

Crashes for me too.

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