Search found 1852 matches

by Jarewill
Mon Oct 20, 2025 10:20 am
Forum: TCs, Full Games, and Other Projects
Topic: [1.3d] Dwelling Sin - RE-Styled Gameplay Mod for Doom
Replies: 89
Views: 40088

Re: [1.3d] Dwelling Sin - RE-Styled Gameplay Mod for Doom

AliciaPendragon wrote: Fri Oct 17, 2025 7:50 pm I'm glad to to see the mod is back up.

Any chance you'll give permission for it to be forked in case someone decides to take up the mantle and develop this mod?
If anyone wants to tackle this mod, they are free to do so.
Same goes for all my other mods.
by Jarewill
Thu Oct 16, 2025 11:47 am
Forum: TCs, Full Games, and Other Projects
Topic: [1.3d] Dwelling Sin - RE-Styled Gameplay Mod for Doom
Replies: 89
Views: 40088

Re: [1.3d] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Hello. It has been a while since I was last here, and since I removed the mod from public. I do wish to properly explain what lead me to that decision, but I do not wish to get into the details of it. I can't exactly pinpoint when it started, so I will just say about a year ago a lot of things have ...
by Jarewill
Fri Apr 04, 2025 11:31 am
Forum: Scripting
Topic: Charged SHotgun?
Replies: 4
Views: 225

Re: Charged SHotgun?

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.
by Jarewill
Thu Apr 03, 2025 12:27 pm
Forum: Scripting
Topic: Charged SHotgun?
Replies: 4
Views: 225

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 ...
by Jarewill
Mon Mar 31, 2025 11:29 am
Forum: Scripting
Topic: How to give item to all actor
Replies: 1
Views: 156

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?
by Jarewill
Mon Mar 31, 2025 11:27 am
Forum: Scripting
Topic: Help with basic even handler
Replies: 3
Views: 386

Re: Help with basic even handler

Blue Shadow wrote: Mon Mar 17, 2025 11:46 am That's incorrect.
My bad.
Well it looks like it ultimately calls SpawnHealth() anyways, so the end result is still the same.
Thanks for clarifying though. :D
by Jarewill
Tue Mar 11, 2025 2:57 pm
Forum: Scripting
Topic: Remove a translation from an actor ZScript
Replies: 3
Views: 308

Re: Remove a translation from an actor ZScript

It is ok, I used this method a lot and it never caused any issues.
by Jarewill
Tue Mar 11, 2025 2:55 pm
Forum: Feature Suggestions [GZDoom]
Topic: Activatable Decals
Replies: 2
Views: 385

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 ...
by Jarewill
Sat Mar 08, 2025 12:28 pm
Forum: Scripting
Topic: Help with basic even handler
Replies: 3
Views: 386

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 ...
by Jarewill
Wed Feb 19, 2025 12:05 pm
Forum: Mapping
Topic: A hole that players go into but enemies walk over?
Replies: 7
Views: 815

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 } }
by Jarewill
Sat Jan 18, 2025 8:23 am
Forum: Scripting
Topic: Preferred Float Height
Replies: 4
Views: 2313

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 ...
by Jarewill
Sun Jan 12, 2025 2:21 pm
Forum: Scripting
Topic: Disable HUD for cutscene
Replies: 16
Views: 4302

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.
by Jarewill
Sun Jan 12, 2025 7:42 am
Forum: Scripting
Topic: ACS: Inventory Tutorial?
Replies: 1
Views: 2714

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 ...
by Jarewill
Sun Jan 12, 2025 6:47 am
Forum: Scripting
Topic: Disable HUD for cutscene
Replies: 16
Views: 4302

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 ...
by Jarewill
Fri Jan 10, 2025 4:50 pm
Forum: Scripting
Topic: custom TeleportFog
Replies: 21
Views: 3296

Re: custom TeleportFog

Just tested it and it's correct, respawning items use ItemFog, so you will have to replace that instead.

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