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.
Search found 11 matches
- Thu Dec 06, 2018 10:00 am
- Forum: Scripting
- Topic: Listing all inventory actors
- Replies: 2
- Views: 459
- 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 ...
- 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
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);
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...