Search found 121 matches

by 4page
Fri Jun 21, 2024 9:34 pm
Forum: Gameplay Mods
Topic: HexArcana! (HexArcana V3.1)
Replies: 136
Views: 49877

Re: HereticArcana! (HexArcana V3.0)

New update out. Promo video to come soon.
by 4page
Sat Jul 29, 2023 2:12 pm
Forum: Scripting
Topic: StatusBarCore proportional image placement
Replies: 0
Views: 1261

StatusBarCore proportional image placement

So I've been looking all over for an answer for this but I want to be able move an image across the screen in a proportional sense, where 0 is all the way to the left and 100 is all the way to the right. So like a percentage thing. But I can't find a way to do it. Is this something that's possible ...
by 4page
Fri Apr 14, 2023 12:34 pm
Forum: Gameplay Mods
Topic: HexArcana! (HexArcana V3.1)
Replies: 136
Views: 49877

Re: HereticArcana! (HexArcana V3.0)

I am enjoying this mod but fists and axe doesn't alert enemies. How can I make them alert enemies? I forgot I had done that. I had the idea that the melee weapons would be silent weapons, but I apparently didn't apply it in any sensible manner. So, it's not something you can really fix, but I'll ...
by 4page
Thu Jan 05, 2023 7:21 am
Forum: Gameplay Mods
Topic: HexArcana! (HexArcana V3.1)
Replies: 136
Views: 49877

Re: HereticArcana! (HexArcana V3.0)

It shows up in the automap screen, but I should make a better graphic for it since it's just a little colored rectangle in the key slots.
by 4page
Sat Nov 19, 2022 12:02 pm
Forum: Gameplay Mods
Topic: HexArcana! (HexArcana V3.1)
Replies: 136
Views: 49877

Re: HereticArcana! (HexArcana V3.0)

I'm currently working on making the Paladin's weapons feel a bit more cohesive. It's going slowly since I'm not working on it nearly as much as I used to. But I do still have some other plans for it.
by 4page
Sat Nov 19, 2022 1:38 am
Forum: Gameplay Mods
Topic: HexArcana! (HexArcana V3.1)
Replies: 136
Views: 49877

Re: HereticArcana! (HexArcana V3.0)

Hello, I've been greatly enjoying this mod so far but unfortunately I encounter a fatal error and my game instantly crashes whenever I try to use the Arcane Boosted primary or secondary attack for the Shockball. This is the error I receive (after attempting the boosted secondary attack): VM ...
by 4page
Tue Aug 23, 2022 9:41 am
Forum: Script Library
Topic: Boids: natural flight movement and behavior
Replies: 40
Views: 25114

Re: Boids: natural flight movement and behavior

Finally been getting around to making some improvements to the Boid library. Update improves performance quite a bit on maps with many thinkers, and just slightly otherwise. I changed the names of the actors and such to remove the "HXA" prefix, so if you're already using the older version and are ...
by 4page
Fri Apr 08, 2022 11:30 pm
Forum: Script Library
Topic: Boids: natural flight movement and behavior
Replies: 40
Views: 25114

Re: Boids: natural flight movement and behavior

You should stop running BoidFlight() when it's attacking. You could try something like: Override void Tick() { if(InStateSequence(CurState, FindState("See"))) { BoidFlight(MaxVelocity: 30,HorizonNormalizer: 5); } super.tick() } That might help. But maybe not. I offer no guarantees. :lol:
by 4page
Thu Feb 17, 2022 6:18 am
Forum: Script Library
Topic: Boids: natural flight movement and behavior
Replies: 40
Views: 25114

Re: Boids: natural flight movement and behavior

Theoretically, yeah, you should be able to, but you'd have to rewrite Lost Souls completely, and Pain Elementals partially. It could be quite a bit of work to have it behave correctly, depending on how complex you want the behaviors to interact with each other.
by 4page
Sat Feb 12, 2022 9:09 am
Forum: Closed Bugs [GZDoom]
Topic: Mixins + Inheritance
Replies: 2
Views: 447

Mixins + Inheritance

Not sure if this is a bug or not. When using a mixin on a class which also inherits from a different class I realized they both (the mixin and the parent class) had a function with the same name. The game ran fine, and when I checked it seemed that it was running the mixin version of the function. I ...
by 4page
Fri Feb 04, 2022 9:13 am
Forum: Script Library
Topic: Boids: natural flight movement and behavior
Replies: 40
Views: 25114

Re: Boids: natural flight movement and behavior

UPDATED THE LIBRARY: Function to generate a new FlockID. Pretty much only useful for a spawner so it can spawn boids that will only flock together and with nothing else. Function to inherit the FlockID of its master pointer. Again only really useful for boids spawned by a spawner. Fixed the issue ...
by 4page
Thu Feb 03, 2022 2:17 pm
Forum: Script Library
Topic: Boids: natural flight movement and behavior
Replies: 40
Views: 25114

Re: Boids: natural flight movement and behavior

No problem. I tried to make it easy to understand, but I get that there's a lot in there. I'm happy to try to provide solutions and help.
by 4page
Thu Feb 03, 2022 1:35 pm
Forum: Script Library
Topic: Boids: natural flight movement and behavior
Replies: 40
Views: 25114

Re: Boids: natural flight movement and behavior

It's supposed to, but it doesn't seem to be super effective at it. I'll look into why it seems to prefer to maintain its vertical momentum so much, but that's also what the HorizonNormalizer parameter is for. Try setting that to about 40 and it should work a bit better.
by 4page
Thu Feb 03, 2022 10:10 am
Forum: Script Library
Topic: Boids: natural flight movement and behavior
Replies: 40
Views: 25114

Re: Boids: natural flight movement and behavior

Awesome! Love seeing the things people have done already!
by 4page
Tue Feb 01, 2022 6:55 pm
Forum: Script Library
Topic: Boids: natural flight movement and behavior
Replies: 40
Views: 25114

Re: Boids: natural flight movement and behavior

Enjay, you still need the Tick override for the NJBoid actors. Otherwise they're not calling the boidflight function.

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