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by Jarewill
Sat Apr 20, 2024 4:14 pm
Forum: Scripting
Topic: My custom monster can't be killed after resurrecting
Replies: 1
Views: 137

Re: My custom monster can't be killed after resurrecting

That happens because you jump to the Raise state directly instead of resurrecting the monster, which creates a ghost. You will have to use a function like A_RaiseSelf to resurrect the monster first. Also your A_ChangeFlag won't work because "A_NoBlocking" is not a valid flag. Since you use...
by Jarewill
Sat Apr 20, 2024 12:05 pm
Forum: Scripting
Topic: [Resolved] Decorate / ZScript - actor-instance data
Replies: 4
Views: 136

Re: [Resolved] Decorate / ZScript - actor-instance data

I just wanted to add that you don't need to use A_SetUserVar in ZScript.
Since user variables are treated as regular variables, you can modify and get them directly, like so:
If(user_openangle==0){user_openangle=90;}
by Jarewill
Thu Apr 11, 2024 12:43 pm
Forum: Scripting
Topic: Unable to pick up custom 3D weapon
Replies: 1
Views: 79

Re: Unable to pick up custom 3D weapon

As I mentioned in the other topic , weapons must have a valid Ready state sprite in order to be able to be picked up and selected. Including a blank sprite using the TEXTURES method I gave there will make the weapon be pickable, selectable and working, however it's not visible on the screen. I think...
by Jarewill
Wed Apr 03, 2024 9:48 am
Forum: Scripting
Topic: SetLineSpecial Arguments what they do(besides first 2)
Replies: 5
Views: 149

Re: SetLineSpecial Arguments what they do(besides first 2)

That most likely happens because you didn't specify the speed at which the door should open, this is what the SetLineSpecial arguments are for.
Doom doors usually have a speed of 16 and a delay of 150, so you have to set those parameters of your door function:
SetLineSpecial(10,12,0,16,150);
by Jarewill
Wed Apr 03, 2024 7:51 am
Forum: Scripting
Topic: SetLineSpecial Arguments what they do(besides first 2)
Replies: 5
Views: 149

Re: SetLineSpecial Arguments what they do(besides first 2)

I recommend using the ZDoom Wiki for checking what functions do.
In this case those arguments are what should be passed onto the special.

For example if you were to use this function to set Generic_Door on a line, you would have to specify the parameters of the door using the arguments.
by Jarewill
Tue Apr 02, 2024 5:04 am
Forum: Scripting
Topic: Find DECORATE command being processed when a hang happens?
Replies: 3
Views: 117

Re: Find DECORATE command being processed when a hang happens?

I recommend using functions like A_Log or A_Print(Bold) for debugging.
by Jarewill
Tue Apr 02, 2024 5:02 am
Forum: Scripting
Topic: Make Player movement sway with a powerup
Replies: 3
Views: 117

Re: Make Player movement sway with a powerup

You could make the powerup call Thrust on the owner whenever they are moving forwards, like so: Class MovementSway : Powerup{ Default{Powerup.Duration -60;} Override void DoEffect(){ Super.DoEffect(); If(!owner||!owner.player){Return;} If(owner.player.cmd.forwardmove){ //If the player is moving forw...
by Jarewill
Mon Apr 01, 2024 1:34 pm
Forum: Gameplay Mods
Topic: A Swarm of Angry Bees
Replies: 1
Views: 663

A Swarm of Angry Bees

My original april fools idea didn't work out due to certain factors, so I'm posting this one instead. You know what Doom lacks? Weapons with actual in-depth reloading systems. Sure there's the occasional gem like Tranquility, but that's about it, at least to my knowledge. So here's my bit of change...
by Jarewill
Mon Apr 01, 2024 1:00 pm
Forum: Gameplay Mods
Topic: CRUELTY SQUAD in DOOM (v0.1)
Replies: 10
Views: 2361

Re: CRUELTY SQUAD in DOOM (v0.1)

Yeeeeeeeeeeeeeeeeeeeees. I will be trying this out ASAP. Post-game edit: Honestly this is just perfect. I simply love how you made this all work. The only gripes that I could find are: How the revolver animates. (The hammer should start up, then slowly go down as you pull the trigger before slamming...
by Jarewill
Mon Mar 25, 2024 5:19 am
Forum: Scripting
Topic: [DECORATE] Alt Fire & Reloading
Replies: 2
Views: 131

Re: [DECORATE] Alt Fire & Reloading

In your Altfire state you have a jump if the player has no shells that goes to Ready+9, which puts the weapon right at the beginning of the Fire state.
by Jarewill
Wed Mar 20, 2024 10:31 am
Forum: Scripting
Topic: Requesting help with a custom event handler check for a sound being played
Replies: 4
Views: 150

Re: Requesting help with a custom event handler check for a sound being played

Oh my bad, I thought you were using A_StartSound. Since S_StartSound doesn't play the sound from the player, IsActorPlayingSound won't work. I am not familiar with a similar function that would work with this, but you can use A_StartSound with the player pointer: players[0].mo.A_StartSound("TAU...
by Jarewill
Wed Mar 20, 2024 4:36 am
Forum: Scripting
Topic: Weird CheckReplacement behavior
Replies: 2
Views: 138

Re: Weird CheckReplacement behavior

What I think might be the cause here is that HitPuff_DM inherits from HitPuff. The "is" keyword in ZScript will return true if the class is even inherited from the checked one, so when the HitPuff is replaces with HitPuff_DM, HitPuff_DM is checked again and because it inherits from HitPuff...
by Jarewill
Wed Mar 20, 2024 4:33 am
Forum: Scripting
Topic: Requesting help with a custom event handler check for a sound being played
Replies: 4
Views: 150

Re: Requesting help with a custom event handler check for a sound being played

CHANF_NOSTOP works a bit differently, if my memory is right it only prevents playing the sound if the channel is occupied by any other sound, it will still override the sound if it's the same. What you want to use here is IsActorPlayingSound: if (players[0].mo is "myclass"&& e.Name...
by Jarewill
Tue Mar 19, 2024 4:06 pm
Forum: Scripting
Topic: Prime Target Doom TC - HUD Help
Replies: 3
Views: 146

Re: Prime Target Doom TC - HUD Help

I am not aware of any method to do that, apologies. While specifying the height of the status bar will scale down the game window, the offsets aren't modified by the same amount. They are still modified to fit the new window, but not fully and I am not aware of a method to change it without changing...
by Jarewill
Tue Mar 19, 2024 4:01 pm
Forum: Scripting
Topic: DECORATE: Spinning Plasma Gun
Replies: 2
Views: 109

Re: DECORATE: Spinning Plasma Gun

If you move the spindown animation to a separate state and add A_ReFire before jumping to the Hold state, it should work how you want it. For example: Fire: DAST A 6 DAST B 6 DAST C 6 DAST D 4 DAST E 3 DAST F 3 DAST G 3 TNT1 A 0 A_Refire //This should automatically jump to the Hold state, if not spe...

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