I'll test that in ZScript. I can't seem to make that work in Decorate.
edit: That function is ZScript exclusive but I found a workaround. Thanks for the help!
Search found 940 matches
- Sat Dec 07, 2024 1:17 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Custom kickback flags for A_RailAttack or A_FireBullets
- Replies: 3
- Views: 1803
- Sat Dec 07, 2024 11:08 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Custom kickback flags for A_RailAttack or A_FireBullets
- Replies: 3
- Views: 1803
Custom kickback flags for A_RailAttack or A_FireBullets
edit: I did some research so I'm changing this a bit. I would like a custom flag for A_FireBullets and A_RailAttack to customize the kickback of those functions. I'm aware of Weapon.Kickback, but I was hoping I could call functions that are separate from the general weapon (Say, a secondary attack ...
- Fri Oct 18, 2024 6:55 pm
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.13.0 Released
- Replies: 31
- Views: 10078
Re: GZDoom 4.13.0 Released
I don't know what black magic you folks may have done, but certain Eviternity 2 maps (MAP32, MAP36) run much better now.
AMD 7900x3d + RTX 3080
edit: Maps with large draw distances and sections with very busy sprite usage perform so much better now.
AMD 7900x3d + RTX 3080
edit: Maps with large draw distances and sections with very busy sprite usage perform so much better now.
- Tue Jan 02, 2024 9:30 pm
- Forum: Script Library
- Topic: [ZScript] 3D Platform Actor (v2.2c)
- Replies: 203
- Views: 38658
Re: [ZScript] 3D Platform Actor (v2.1)
Thanks for the update!
edit: With the latest version (I haven't checked this in a long time) can you teleport a thing onto a moving platform?
edit: With the latest version (I haven't checked this in a long time) can you teleport a thing onto a moving platform?
- Sun Nov 05, 2023 10:22 am
- Forum: Gameplay Mods
- Topic: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
- Replies: 146
- Views: 43090
Re: FlexiHUD - a universal, extremely flexible HUD mod
Can we get a flipped Horizontal Weapons Bar so it can live in the bottom center with the secondary weapons going upwards?
Thanks for all the bug fixes so far. It's great!
Thanks for all the bug fixes so far. It's great!
- Mon Oct 17, 2022 4:41 pm
- Forum: Script Library
- Topic: [ZScript] 3D Platform Actor (v2.2c)
- Replies: 203
- Views: 38658
Re: [ZScript] 3D Platform Actor (v1.1.1)
I didn't have much trouble once I knew I was doing. It would be neat if there was a way to make a UDB plugin to export a sector selection into a 3d platform. UDB already creates an actor during model export and can implement actor settings.
- Thu Oct 13, 2022 6:27 pm
- Forum: Script Library
- Topic: [ZScript] 3D Platform Actor (v2.2c)
- Replies: 203
- Views: 38658
Re: [ZScript] 3D Platform Actor (v1.1.1)
Sorry for the bump, but I just got linked through this from the DW Disdain demo release thread and my mind is blown. I can't wait to run my own experiments on this. I've been waiting to do 3d platforms for a long time. https://www.youtube.com/watch?v=e1U2UYFpydM I ended up making a demo level ...
- Sat Jun 11, 2022 1:26 pm
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.8.0 released
- Replies: 62
- Views: 34382
Re: GZDoom 4.8.0 released
What is the cutscene system? Is it just playing videos?
- Wed Mar 30, 2022 6:55 pm
- Forum: Gameplay Mods
- Topic: Samsara Reincarnation 2.1 / ReMixer 1.2 Open Beta
- Replies: 94
- Views: 62118
Re: Samsara Reincarnation/ReMixer 1.0
So I found a hilarious exploit with Duke by accident. If you kill a monster with the expander when it's close to other monsters, it will make their victims expand instead of just gibbing them. This can chain react all across the map. For a good laugh, load up nuts.wad and kill a few imps with the ...
- Wed Oct 13, 2021 7:00 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Cameraman Mod v1.3
- Replies: 22
- Views: 12000
Re: Cameraman Mod
I've always wondered if there was a way to get Duke3d style demos into Zdoom.
- Sat Jul 10, 2021 12:17 pm
- Forum: Gameplay Mods
- Topic: Shades of Doom v4.1 (07-09-23)
- Replies: 378
- Views: 120126
Re: Shades of Doom v4.0 - Flippin' Cool (06-01-21)
Just downloaded version 4. I love the monster selector!
- Sat May 22, 2021 10:35 am
- Forum: Gameplay Mods
- Topic: Beautiful Doom 7.1.6 (June 2nd, 2021)
- Replies: 524
- Views: 246602
Re: Beautiful Doom 7.1.0 (April 28th, 2021)
Beautiful Doom greets you with this crash with GZdoom 4.6.0 Script error, "fdhud.pk3:fontdefs" line 14: STTSLASH: Unable to find texture in font definition for STATUSFONT ParseTeamInfo: Load team definitions. LoadActors: Load actor definitions. Beautiful_Doom_710.pk3:z_bdoom/bd_menu.zc, line 43 ...
- Mon May 17, 2021 6:15 pm
- Forum: General
- Topic: Which soundfont is more accurate?
- Replies: 12
- Views: 4421
- Sun Mar 07, 2021 10:05 am
- Forum: Tutorials
- Topic: Functioning moving sector example
- Replies: 3
- Views: 5499
Re: Functioning moving sector example
I thought this was a mapping discussion forum until I realized this was for help. I'll have the post moved.
- Sun Mar 07, 2021 8:14 am
- Forum: Tutorials
- Topic: Functioning moving sector example
- Replies: 3
- Views: 5499
Functioning moving sector example
I'm sure this has been done before, but I managed to make a moving sector after talking about the effect on the Eternity discord and was given an example wad on how to do it on Eternity. I got bored yesterday and managed to reverse engineer it on GZdoom (it's a lot simpler in Eternity!). Anyway, the ...