Search found 178 matches
- Sat Apr 29, 2023 3:35 pm
- Forum: Scripting
- Topic: A_radiusgive is not a_radiusgiving
- Replies: 2
- Views: 373
Re: A_radiusgive is not a_radiusgiving
Yup, that was it! Thank you very much!
- Thu Apr 27, 2023 8:26 am
- Forum: Scripting
- Topic: A_radiusgive is not a_radiusgiving
- Replies: 2
- Views: 373
A_radiusgive is not a_radiusgiving
Hello there. I'm trying to make an inventory item receive another item in certain conditions, but the a_radiusgive command doesn't seem to be working as intended. Here's both of them: ACTOR removeingredient : inventory {Inventory.MaxAmount 1} (the actor to be given) ACTOR EmptyVial : inventory 30018 ...
- Mon Oct 18, 2021 1:43 am
- Forum: Scripting
- Topic: "lowerdecal" doesn't generate any decal under the base one
- Replies: 2
- Views: 211
Re: "lowerdecal" doesn't generate any decal under the base o
Well damn, I wasn't expecting that. Thanks!
- Sun Oct 17, 2021 4:04 pm
- Forum: Scripting
- Topic: "lowerdecal" doesn't generate any decal under the base one
- Replies: 2
- Views: 211
"lowerdecal" doesn't generate any decal under the base one
As per title, I'm trying to make a decal in two layers, where the "lower" one is the black scorch from an explosion, and the one on top are the lingering fiery embers, kinda like how the BFG ball does it. This is what I wrote so far: fader GlowAway { DecayStart 5.0 DecayTime 3.0 } decal ScorchNew ...
- Sat May 22, 2021 5:49 am
- Forum: Graphic/Audio Patches
- Topic: Doom 3 for Doom Textures Replacer [v4.2 - 27/07/22]
- Replies: 20
- Views: 30342
Re: Doom 3 for Doom 1/2 Textures Replacer [v1]
I've waited ages for someone to do something like this!
- Fri May 14, 2021 2:35 pm
- Forum: Gameplay Mods
- Topic: [V0.595c 9-28-23] Live Through DOOM: Survival Horror Gameplay
- Replies: 88
- Views: 100227
Re: [V0.57 5-10-21] Live Through DOOM: Survival Horror Gamep
Hey, lead developer of the mod here. I don't want you to take this as an offense, but I do not agree with almost everything you just said, the exception being the Altars/daggers issue, which is a feature we had already planned to revamp. Don't get me wrong, I value users' feedback, but in this case ...
- Fri Dec 25, 2020 2:13 pm
- Forum: Scripting
- Topic: Preserving ambushflags with randomspawners
- Replies: 14
- Views: 1123
Re: Preserving ambushflags with randomspawners
Now everything is working as intended, thanks a lot for all your help!
- Fri Dec 25, 2020 10:47 am
- Forum: Scripting
- Topic: Preserving ambushflags with randomspawners
- Replies: 14
- Views: 1123
Re: Preserving ambushflags with randomspawners
So basically 255 is the chance that actor will be spawned if that dropitem line is picked, while the other number is the chance that line will be picked, correct?
- Fri Dec 25, 2020 8:50 am
- Forum: Scripting
- Topic: Preserving ambushflags with randomspawners
- Replies: 14
- Views: 1123
Re: Preserving ambushflags with randomspawners
The collisions are working now, as for the monster not spawning, the problem is in the dropitem chances, apparently. Looks like if the spawner picks a spawn with let's say, 5 as the chance, and that chance is not triggered, it won't try to pick another monster with higher chance, but just fail. That ...
- Thu Dec 24, 2020 3:30 pm
- Forum: Scripting
- Topic: Preserving ambushflags with randomspawners
- Replies: 14
- Views: 1123
Re: Preserving ambushflags with randomspawners
Yeah, no. That was a disaster. The game now launches, but only a very small portion of the monsters are spawning, which means that location test fails like 8 times out of 10, even when only spawning small humanoid monsters. Not only that, many of the few monsters that actually spawn, don't even ...
- Thu Dec 24, 2020 1:23 pm
- Forum: Scripting
- Topic: Preserving ambushflags with randomspawners
- Replies: 14
- Views: 1123
Re: Preserving ambushflags with randomspawners
So, I've tried with this:
https://pastebin.com/AjfZQbjK
But this is what I'm getting:
https://i.gyazo.com/407fec4546ca6219980 ... e7d292.png
Did I mess something up?
https://pastebin.com/AjfZQbjK
But this is what I'm getting:
https://i.gyazo.com/407fec4546ca6219980 ... e7d292.png
Did I mess something up?
- Thu Dec 24, 2020 10:44 am
- Forum: Scripting
- Topic: Preserving ambushflags with randomspawners
- Replies: 14
- Views: 1123
Re: Preserving ambushflags with randomspawners
I see, thanks for your help, everything is starting to become clearer. Thing is I used some of the DECORATE spawners because for some monster tier, especially larger ones, I used to check for space and ceiling height before spawning them, and if there wasn't enough space, it would spawn something ...
- Thu Dec 24, 2020 5:22 am
- Forum: Scripting
- Topic: Preserving ambushflags with randomspawners
- Replies: 14
- Views: 1123
Re: Preserving ambushflags with randomspawners
Hmm, would it be too much to ask for an example? I'm just starting learning zScript so I'm not really sure how to integrate all that with the CVars conditions.
- Thu Dec 24, 2020 3:54 am
- Forum: Scripting
- Topic: Preserving ambushflags with randomspawners
- Replies: 14
- Views: 1123
Preserving ambushflags with randomspawners
Hello, I'm trying to set up an option regulated by CVARS that lets the player what kind of monster spawns he'll get in his playthrough. For example, CVAR = 0 means default spawns, CVAR = 1 means various zombie-type monsters replaced with other lesser monsters (to reduce ammo availability) and CVAR ...
- Sat Oct 31, 2020 5:53 pm
- Forum: Scripting
- Topic: Main Menu not adapting to display resolution
- Replies: 13
- Views: 1416
Re: Main Menu not adapting to display resolution
Hm... I see.
One last question: will LZDOOM be updated soon to support this new "size" command? Or else a good amount of people won't be able to play many mods anymore...
One last question: will LZDOOM be updated soon to support this new "size" command? Or else a good amount of people won't be able to play many mods anymore...