A_WeaponReady is responsible for making the gun bob while frames without it will snap the gun to the default offsets.
And you are calling A_WeaponReady a lot in places where it generally shouldn't be called.
Search found 1850 matches
- Fri Apr 04, 2025 11:31 am
- Forum: Scripting
- Topic: Charged SHotgun?
- Replies: 4
- Views: 198
- Thu Apr 03, 2025 12:27 pm
- Forum: Scripting
- Topic: Charged SHotgun?
- Replies: 4
- Views: 198
Re: Charged SHotgun?
On first glance, an error appears here: Fire: TNT1 A 0 A_GiveInventory("ChargePower", 1) SPAS A 0 A_JumpIfInventory("ChargePower", 1, "ChargedFire") //<---- SPAS A 2 SPAS A 2 TNT1 A 0 A_Refire Goto FireRelease The Fire state starts with giving the player the token item, then in the next frame it ...
- Mon Mar 31, 2025 11:29 am
- Forum: Scripting
- Topic: How to give item to all actor
- Replies: 1
- Views: 143
Re: How to give item to all actor
I am sorry, I can't seem to understand what you are trying to do.
Could you somehow rephrase your question or give an example?
Could you somehow rephrase your question or give an example?
- Mon Mar 31, 2025 11:27 am
- Forum: Scripting
- Topic: Help with basic even handler
- Replies: 3
- Views: 356
Re: Help with basic even handler
My bad.
Well it looks like it ultimately calls SpawnHealth() anyways, so the end result is still the same.
Thanks for clarifying though.

- Tue Mar 11, 2025 2:57 pm
- Forum: Scripting
- Topic: Remove a translation from an actor ZScript
- Replies: 3
- Views: 290
Re: Remove a translation from an actor ZScript
It is ok, I used this method a lot and it never caused any issues.
- Tue Mar 11, 2025 2:55 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Activatable Decals
- Replies: 2
- Views: 273
Re: Activatable Decals
Until someone either adds it or closes this thread, I just wanted to say that you can make it work using ZScript: Class ActivatedDecal : Decal{ Default{+DORMANT; +NOGRAVITY;} Override void BeginPlay(){} Override void Activate(Actor activator){ SpawnDecal(); Destroy(); } } All this does is move the ...
- Sat Mar 08, 2025 12:28 pm
- Forum: Scripting
- Topic: Help with basic even handler
- Replies: 3
- Views: 356
Re: Help with basic even handler
GetMaxHealth() is a player function, to get the max health of monsters you want to use SpawnHealth(). Now with the first check you have it set up correctly, the code will proceed only if the killed actor was a monster and the killer was a player. However with the second check you have it reversed ...
- Wed Feb 19, 2025 12:05 pm
- Forum: Mapping
- Topic: A hole that players go into but enemies walk over?
- Replies: 7
- Views: 762
Re: A hole that players go into but enemies walk over?
You could try using the invisible bridge actors with a custom CanCollideWith override: Class InvisibleBridge2 : InvisibleBridge { Override bool CanCollideWith(Actor other, bool passive){ If(other&&other.bISMONSTER){Return 1;} //Solid to monsters Return 0; //Non solid to everything else } }
- Sat Jan 18, 2025 8:23 am
- Forum: Scripting
- Topic: Preferred Float Height
- Replies: 4
- Views: 2299
Re: Preferred Float Height
That's about how I would have done it. Now for what you want to do, I recommend using LineTrace : If(target){ FLineTraceData h; //Save LineTrace data to this variable If(target.pos.z > pos.z){ //If target's position is above the monster's LineTrace(AngleTo(target),radius*2,0,TRF_THRUACTORS,0,data:h ...
- Sun Jan 12, 2025 2:21 pm
- Forum: Scripting
- Topic: Disable HUD for cutscene
- Replies: 16
- Views: 4220
Re: Disable HUD for cutscene
You can check if the automap is open using the automapactive variable.
Although in this case checking state == HUD_StatusBar might be better.
Although in this case checking state == HUD_StatusBar might be better.
- Sun Jan 12, 2025 7:42 am
- Forum: Scripting
- Topic: ACS: Inventory Tutorial?
- Replies: 1
- Views: 2656
Re: ACS: Inventory Tutorial?
I am not aware of any good tutorials about scripting custom inventory menus, because that generally is not simple. If I understand what you want correctly is just a menu that displays the current items in a static order and only has basic functionality for using or maybe even dropping them. First ...
- Sun Jan 12, 2025 6:47 am
- Forum: Scripting
- Topic: Disable HUD for cutscene
- Replies: 16
- Views: 4220
Re: Disable HUD for cutscene
I am not sure if the question was already answered or not, but you can do it pretty easily with ZScript without redefining the entire status bar: Class HideHUD : Inventory{} Class HidingBar : DoomStatusBar{ Override void Draw(int state, double TicFrac){ If(CPlayer.mo && !CPlayer.mo.FindInventory ...
- Fri Jan 10, 2025 4:50 pm
- Forum: Scripting
- Topic: custom TeleportFog
- Replies: 21
- Views: 3247
Re: custom TeleportFog
Just tested it and it's correct, respawning items use ItemFog, so you will have to replace that instead.
- Fri Jan 10, 2025 12:42 pm
- Forum: Scripting
- Topic: custom TeleportFog
- Replies: 21
- Views: 3247
Re: custom TeleportFog
Myself I was testing with 4.14.
I have to ask, how exactly are you teleporting the items?
Could you isolate this error in a simple wad file and upload it here?
I have to ask, how exactly are you teleporting the items?
Could you isolate this error in a simple wad file and upload it here?
- Thu Jan 09, 2025 12:38 pm
- Forum: Scripting
- Topic: custom TeleportFog
- Replies: 21
- Views: 3247
Re: custom TeleportFog
I was more curious about the sprites and sounds folders, as well as your SNDINFO.