Search found 178 matches

by Grey-Wolf
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!
by Grey-Wolf
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 ...
by Grey-Wolf
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!
by Grey-Wolf
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 ...
by Grey-Wolf
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!
by Grey-Wolf
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 ...
by Grey-Wolf
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!
by Grey-Wolf
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?
by Grey-Wolf
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 ...
by Grey-Wolf
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 ...
by Grey-Wolf
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?
by Grey-Wolf
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 ...
by Grey-Wolf
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.
by Grey-Wolf
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 ...
by Grey-Wolf
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...

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