Search found 55 matches
- 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...
- 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...
- 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...
- 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...
- 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"...
- 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...
- 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 ...
- Thu Jan 30, 2020 11:37 pm
- Forum: Scripting
- Topic: Breakable Glass won't break
- Replies: 3
- Views: 598
- 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...
- 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); // ...
- 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...
- 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 ...
- 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...
- 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...
- 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...