Search found 153 matches
- 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 ...
- 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?
- 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 
- 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 ...
- 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]
- 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?
- 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 
- 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 ...
- 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 ...
- 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.
- 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.
- 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 ...
- 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 ...
- 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?
- 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 ...