Search found 153 matches

by Misery
Mon Jan 20, 2025 9:31 pm
Forum: Requests
Topic: Spell (Weapons) Mod
Replies: 0
Views: 880

Spell (Weapons) Mod

Lookin' fer an artist interested in collaboration on a weapons mod project. The project has already started, and currently has four rough drafts for spells, with the goal set at 9 spells, though more additions could always be pursued in the future. I'd like to redraw the four spells in order to ...
by Misery
Thu Aug 11, 2022 8:46 pm
Forum: Mapping
Topic: Portal Performance
Replies: 1
Views: 618

Portal Performance

How resource intensive are portals, and what exactly affects it? How many portals can you create before it's likely to affect performance?
by Misery
Sat Aug 06, 2022 1:00 am
Forum: Scripting
Topic: Reverse Gravity
Replies: 4
Views: 526

Re: Reverse Gravity

Yes, it works perfectly now. Thanks 👍
by Misery
Mon Aug 01, 2022 8:37 pm
Forum: Assets (and other stuff)
Topic: Summon Monster Via Item Pickup
Replies: 1
Views: 754

Summon Monster Via Item Pickup

How do you remove +FRIENDLY flag from monsters summoned via A_SpawnItemEx, and is it possible to script a short delay before they're summoned? Class FakeRedKey : CustomInventory { Default { //$Category Original //$Title Fake Red Key //$Sprite RSKU Inventory.Icon "STKEYS5"; Inventory.PickupSound ...
by Misery
Thu Jul 28, 2022 12:29 am
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1029
Views: 405112

Re: Ultimate Doom Builder

[Deleted]
by Misery
Sun Jul 24, 2022 10:20 pm
Forum: General
Topic: Monster Attack DECORATE
Replies: 1
Views: 540

Monster Attack DECORATE

Where can you find information regarding original Monster Attack offsets in the wiki?
by Misery
Sun Jul 24, 2022 8:46 pm
Forum: Gameplay Mods
Topic: (v3.1h) Enhanced Vanilla Project (EVP) - My first Doom mod
Replies: 492
Views: 216825

Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Oh, yeah. Sorry, I did find it. I was tired, and didn't realize I was on the wrong page. But thank you for the help. EVP is the best mod ever 👍
by Misery
Sun Jul 24, 2022 6:59 pm
Forum: Scripting
Topic: Spawning Conditions
Replies: 34
Views: 2030

Re: Spawning Conditions

Yes, I found what I missed. I didn't see the "return false;" you added to the if conditional 'cause the page cut if off. I thought the if conditional you were referrin' to was the one fore it. So it works now, but I have to revise the ACS if/else conditional. But that I can do. Thanks for the help ...
by Misery
Sun Jul 24, 2022 3:03 pm
Forum: Scripting
Topic: Spawning Conditions
Replies: 34
Views: 2030

Re: Spawning Conditions

both identifiers are created in the IsPlayerLooking function so if it's not finding them it's because you changed something Okay, so I guess maybe somethin' is case or space sensitive. I usually prefer to write a certain way to make it easier for me to read, but I'll keep workin' on it 'til I find ...
by Misery
Sun Jul 24, 2022 2:25 pm
Forum: Scripting
Topic: Spawning Conditions
Replies: 34
Views: 2030

Re: Spawning Conditions

My apologies. I did fix it, but the error remains the same. The game isn't recognizing those two specific identifiers.
by Misery
Sun Jul 24, 2022 2:09 pm
Forum: Gameplay Mods
Topic: (v3.1h) Enhanced Vanilla Project (EVP) - My first Doom mod
Replies: 492
Views: 216825

Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Oh, that's a newer feature. I have one of the older versions, 'cause 2.7 has somethin' in it that's causin' Sunlust to slow down to a crawl. Would you mind if I asked where the offsets are in the code? I changed the Revenant's myself, but I can't find the one for Mancubus.
by Misery
Sun Jul 24, 2022 2:01 pm
Forum: Scripting
Topic: Spawning Conditions
Replies: 34
Views: 2030

Re: Spawning Conditions

Class InvisibleMapSpot : MapSpot { override void tick() { bool seen = IsPlayerLooking (ConsolePlayer); if (bDormant) { if (!seen) { bDormant = false; console.printf ("Activated"); //Debug purposes only } } else { if (seen) { bDormant = true; console.printf ("Deactivated"); //Debug purposes only ...
by Misery
Sat Jul 23, 2022 9:16 pm
Forum: Scripting
Topic: Spawning Conditions
Replies: 34
Views: 2030

Re: Spawning Conditions

As I said earlier , I've tested CheckIfSeen, CheckSight, and IsVisible, and none of them seem to respect the player's FOV. My apologies, I missed that. Okay, so it's that the function doesn't check for the condition that I need it to. So, I guess that means there's no way to create a condition that ...
by Misery
Sat Jul 23, 2022 9:03 pm
Forum: Gameplay Mods
Topic: (v3.1h) Enhanced Vanilla Project (EVP) - My first Doom mod
Replies: 492
Views: 216825

Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Oh, yeah, like the offsets to make the Revenant's rockets come from his shoulders. I hate to turn 'em off 'cause they do look better, but it's affecting compability. What is the name of the option that toggles the offsets?
by Misery
Sat Jul 23, 2022 7:50 pm
Forum: Scripting
Topic: Spawning Conditions
Replies: 34
Views: 2030

Re: Spawning Conditions

Oh, nevermind. I got confused on what you meant to switch. I altered my code to match the first one. Edit: I changed it, but it works the same as before. It only stops spawning when I leave the area. It says activated and deactivated, and also says the message I scripted in ACS, too. Class ...

Go to advanced search