Search found 55 matches

by deathzero021
Wed Mar 11, 2020 12:16 pm
Forum: Scripting
Topic: [Solved] Sound playing in one channel prevents sounds...
Replies: 4
Views: 610

Re: Sound playing in one channel prevents sounds in another?

These sounds are even on different actors so the channel is totally irrelevant. Of course, with two minimalistic fragments of code it's impossible to say what is wrong. Post the entire footstep sound script, please! Alrighty. It's pretty basic right now but here it is: (tid 1000 = player) script &q...
by deathzero021
Tue Mar 10, 2020 8:24 pm
Forum: Scripting
Topic: [Solved] Sound playing in one channel prevents sounds...
Replies: 4
Views: 610

Re: Sound playing in one channel prevents sounds in another?

[wiki]A_StartSound[/wiki] can take any channel number, so use a channel with some ridiculous number that no one is likely to use. I'd throw in a CHANF_OVERLAP for good measure. Replace the ACS footsteps with ZScript ones. I'll give that a try. I just got done testing having all sounds called throug...
by deathzero021
Tue Mar 10, 2020 5:50 pm
Forum: Scripting
Topic: Looping CHANF_NOPAUSE/UI sound doesn't stop when ending game
Replies: 3
Views: 232

Re: Looping CHANF_NOPAUSE/UI sound doesn't stop when ending

I would think, depending on how you started the sound, you could use StopSound (in ACS). Making sure to have a tid when starting the sound in ACS, than calling StopSound with the same tid and channel, when the game ends. The tricky part would be "when the game ends." I'm not sure how press...
by deathzero021
Tue Mar 10, 2020 5:46 pm
Forum: Scripting
Topic: [Solved] Sound playing in one channel prevents sounds...
Replies: 4
Views: 610

[Solved] Sound playing in one channel prevents sounds...

I'm having an issue where sound playing on one channel (channel 4) is preventing sounds playing on a different channel (channel 2). The first sound, on channel 4, I'm dedicating to player footstep sounds. So as the player moves, it's constantly playing sounds on that channel. To avoid any issues wit...
by deathzero021
Fri Feb 21, 2020 9:15 am
Forum: Levels
Topic: Heretic To Hexen Mod (Episode 2 release)
Replies: 11
Views: 4705

Re: Heretic To Hexen Mod (Episode 2 release)

Released Episode 2. A lot more effort went into it this time around. A handful of new areas and a big addition to the secret map (E2M9 is definitely worth checking out!) I also took more creative liberties when it came to episode 2's texturing and overall style. Went with a "Fire & Ice"...
by deathzero021
Sun Feb 09, 2020 12:48 am
Forum: Scripting
Topic: "Breakable" Barriers
Replies: 4
Views: 381

Re: "Breakable" Barriers

So, I think I understand what you are trying to do. Something like setting a middle texture for a linedef, make the line impassable, and upon pressing USE, you execute an ACS script. This script checks for the item, if you don't have the item, it says "you need wirecutters" or whatever. An...
by deathzero021
Fri Jan 31, 2020 10:22 am
Forum: Scripting
Topic: Making some options set by default
Replies: 14
Views: 921

Re: Making some options set by default

I'm pretty sure this can be done. Using the GAMEINFO lump to LOAD a file. The file you would need to make is a AutoExec.cfg file that contains console commands that set the CVars to what you need them to be. The downside to this is that it will likely overwrite the player's normal settings they use ...
by deathzero021
Thu Jan 30, 2020 11:37 pm
Forum: Scripting
Topic: Breakable Glass won't break
Replies: 3
Views: 598

Re: Breakable Glass won't break

You place the first code block into your DECORATE file within your wad. (Will need sprites named SHRDA0, SHRDB0, etc.)

The second code block goes into your ANIMDEFS file within your wad. Rename the GLASS05 and GLASS07 to the texture you use for the window.
by deathzero021
Thu Jan 30, 2020 12:55 pm
Forum: Scripting
Topic: Breakable Glass won't break
Replies: 3
Views: 598

Re: Breakable Glass won't break

I remember getting this to work was a lot harder than it should have been. I just looked at a map of mine that uses breakable glass and here's how I set it up: https://imgur.com/3j8aHK8 And I did this on a single line that can only be seen from one side. No idea if it works on the other side. Also I...
by deathzero021
Thu Jan 30, 2020 12:17 pm
Forum: Scripting
Topic: Help with some trig (Setting pitch for RailAttack) <solved>
Replies: 2
Views: 271

Re: Help with some trig (Setting pitch from distance and ang

Thanks a ton! It took some tinkering to still get it right but that helped a lot. Here's the final script: script "ACS_GetPitch" (void) { int output = 0; // final pitch to output int playerpitch = GetActorPitch(0); // player pitch int pitch = 0; // angle to target int x = GetActorX(0); // ...
by deathzero021
Thu Jan 30, 2020 12:11 am
Forum: Scripting
Topic: Help with some trig (Setting pitch for RailAttack) <solved>
Replies: 2
Views: 271

Help with some trig (Setting pitch for RailAttack) <solved>

Edit: SOLVED! see below for working script! So it's pretty annoying that A_RailAttack doesn't seem to work with autoaim, which is a major issue for players not using mouselook. So i decided to calculate the pitch myself in a little ACS script. I'm on the right track, just on the cusp of getting it r...
by deathzero021
Wed Jan 29, 2020 12:00 pm
Forum: Scripting
Topic: Unknown Parameter for A_FireProjectile in Decorate<solved>
Replies: 2
Views: 398

Re: Unknown Parameter for A_FireProjectile in Decorate

A_FireProjectile and A_FireCustomMissile are exclusively for weapons and CustomInventory items. For projectiles, try using A_SpawnProjectile . .... That makes sense hahaha :lol: Can't believe I overlooked that. It even says that in the wiki and I somehow didn't notice that. Thanks for the help, it ...
by deathzero021
Wed Jan 29, 2020 11:17 am
Forum: Scripting
Topic: Unknown Parameter for A_FireProjectile in Decorate<solved>
Replies: 2
Views: 398

Unknown Parameter for A_FireProjectile in Decorate<solved>

ACTOR HolyMissileNew replaces HolyMissile { Speed 30 Radius 12 Height 8 Projectile -ACTIVATEIMPACT -ACTIVATEPCROSS +EXTREMEDEATH Damage (80) // spawns 4 holy spirits States { Spawn: SPIR PPPPP 3 Bright A_SpawnItemEx("HolyMissilePuff") Goto Death Death: SPIR P 1 A_FireCustomMissile("H...
by deathzero021
Tue Nov 26, 2019 1:45 am
Forum: Scripting
Topic: Incorrect line in wiki? (modeldef)
Replies: 1
Views: 192

Incorrect line in wiki? (modeldef)

The wiki for MODELDEF says this in it's notes section: While you are limited to using 4 model 'pieces' in each definition, you can re-define the same actor again to add more. This way, you are not limited to any given skin animation length, or by the number of model parts. So it claims you can re-de...
by deathzero021
Mon Nov 18, 2019 3:52 pm
Forum: Scripting
Topic: Need help with custom melee ideas <solved>
Replies: 11
Views: 764

Re: Need help with custom melee ideas

although I don't see why you have two powerups. Looking at that code, it appears the enemy will take damage twice before becoming invulnerable to the damage. (though i'm probably not understanding it properly haha) You understand it correct... almost. :) The overlay deals a row of the same damage h...

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