Search found 11 matches

by echo4
Thu Dec 06, 2018 10:00 am
Forum: Scripting
Topic: Listing all inventory actors
Replies: 2
Views: 459

Re: Listing all inventory actors

Interesting, I read a bit about ZScript but haven't yet dove in.

However, I just found there are console commands that do exactly what I want:

countitems
and
myinfo

The first gives me the coordinates of any remaining countable item and the second gives my current position.
by echo4
Thu Dec 06, 2018 5:33 am
Forum: Scripting
Topic: Listing all inventory actors
Replies: 2
Views: 459

Listing all inventory actors

Hello, I am trying to make an ACS function that prints the location of items I haven't collected yet, or at least the closest item I haven't collected yet. Something like Health Powerup Remaining @ location x,y.z. Distance from player: 208.3 Direction: North North East The problem I have is there ...
by echo4
Mon Dec 03, 2018 5:30 am
Forum: Scripting
Topic: Clarification on A_SpawnItemEx arguments
Replies: 6
Views: 684

Re: Clarification on A_SpawnItemEx arguments

@Blue Shadow

Ah thank you very much. I found the line of code that confirms my suspicions:

https://github.com/coelckers/gzdoom/blo ... .cpp#L2820

Code: Select all

pos = self->Vec2Offset(xofs * c + yofs * s, xofs * s - yofs*c);
by echo4
Thu Nov 29, 2018 4:49 am
Forum: Scripting
Topic: Clarification on A_SpawnItemEx arguments
Replies: 6
Views: 684

Re: Clarification on A_SpawnItemEx arguments

Hello, So I have code that works, but I don't know why: TNT1 A 0 A_SpawnItemEx("EG_LargeBulletCasing", //negative is to the right -5, cos(pitch)*16, //z from bottom of actor 32-sin(pitch)*28, //velocities -random(2,3),0, random(4,6), 90) It is actually the first argument that moves the initial ...
by echo4
Sat Nov 24, 2018 3:17 am
Forum: Scripting
Topic: Clarification on A_SpawnItemEx arguments
Replies: 6
Views: 684

Clarification on A_SpawnItemEx arguments

Hello, I have a line in my pk3 to eject the casing that looks like this: TNT1 A 0 A_SpawnItemEx("EG_LargeBulletCasing", random(25,30), cos(pitch)*15, //z from bottom of actor sin(-pitch)*25+random(31,32), //velocities random(1,3),0,random(4,6), 0, SXF_ABSOLUTEVELOCITY ) I found when I change the ...
by echo4
Thu Nov 22, 2018 4:27 am
Forum: Scripting
Topic: What does TNT1 AAA 0 do?
Replies: 2
Views: 297

Re: What does TNT1 AAA 0 do?

Thanks for the reply. Another reason why its often easier to write code than read it. You indirectly answered another one of my questions about offsets. I tend to replace offset gotos/jumps with labels because it was tricky to know if goto+2 meant 2 states ahead, 2 lines of code ahead, 2 tics ahead ...
by echo4
Thu Nov 22, 2018 3:43 am
Forum: Scripting
Topic: What does TNT1 AAA 0 do?
Replies: 2
Views: 297

What does TNT1 AAA 0 do?

Hello, I am wondering what this line does and why this would be used at all? From what I understand, it displays a blank sprite for 0 tics, still, why do this at all? I can understand if there is a function call afterwards (like A_ReFire), but not if there is nothing at all. TNT1 AAAAAAAAAAAAAAAAA 0 ...
by echo4
Tue Nov 20, 2018 10:08 am
Forum: Gameplay Mods
Topic: Weapons of Saturn Modifications (w/ Sniper Rifle)
Replies: 1
Views: 3112

Weapons of Saturn Modifications (w/ Sniper Rifle)

Hello! This project I'm doing is about tweaking weapons of saturn https://www.moddb.com/games/doom-ii/addons/weapons-of-saturn-1115 and adding/adapting a sniper rifle based off of another mod: https://www.moddb.com/mods/brutal-doom/addons/sniper-rifle This is a work in progress. I'm learning this ...
by echo4
Fri Nov 16, 2018 6:59 am
Forum: Gameplay Mods
Topic: Inventory Doom (v1.0)
Replies: 8
Views: 11332

Re: Inventory Doom (v1.0)

Yes, unfortunately true. I guess if you know in advance which weapon mod you want to use, you could try replacing their ammo types, but I'm not sure if that would work. For example, currently in INVAMMO, you have the following: ACTOR DCUSAmmoBox : CustomInventory replaces ClipBox But if you replace ...
by echo4
Thu Nov 15, 2018 12:50 am
Forum: Gameplay Mods
Topic: Inventory Doom (v1.0)
Replies: 8
Views: 11332

Re: Inventory Doom (v1.0)

Hello, I made a second version after playing more that is a bit more tweaked / polished. First, I made all the 'inter level' amounts for ammo to be 0 and the soul sphere, megasphere, armors, berserk, and invulnerability to be 3. Otherwise I was basically getting infinite ammo and too many items and ...
by echo4
Fri Nov 09, 2018 2:46 am
Forum: Gameplay Mods
Topic: Inventory Doom (v1.0)
Replies: 8
Views: 11332

Re: Inventory Doom (v1.0)

Hello, I really enjoyed your mod. In fact, I made a couple changes. I took off backpack because the double ammo capacity wasn't working (and I don't think it made sense to be an inventory item anyway). I also increased the limits bigtime as well as the ability to carry over the items to the next ...

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