> 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 ...
Search found 82 matches
- Sun Aug 30, 2020 4:45 pm
- Forum: Scripting
- Topic: How to attack actors in an array
- Replies: 0
- Views: 183
- 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.
- 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 ...
TNT1 A 1 {
If(IFV_Animation == 36)
IFV_Animation == 1;
Switch(IFV_Animation)
{
default:
break;
case 0: IFV_Animation = 1;
case 1: A ...
- 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 ?
Some sort of +FLAG.
Usecases : Realistically rendered flame or plasma or CG rendered character-turned-sprite . This shouldn't be too hard to add ?
- 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 ...
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 ...
- 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:)
- 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.
- 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.
You will live forever.
- 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 ...
However, this menu's difficulties will only be selectable/clickable if they are available.Each zscript version of a diff. corresponds ...
- 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 ?
- 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 ...
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 ...
- Sun Jan 20, 2019 8:28 am
- Forum: Closed Bugs [GZDoom]
- Topic: Weird integer inflation beyond count. [Runnable demo]
- Replies: 3
- Views: 392
- 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 ...
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 ...
- 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 ...
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 ...
- 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.