Search found 90 matches
- Wed Jul 09, 2025 7:26 am
- Forum: Scripting
- Topic: What is the damage type poly objects do?
- Replies: 1
- Views: 93
Re: What is the damage type poly objects do?
Polyobjects do "Crush" type damage.
- Wed Jul 09, 2025 7:17 am
- Forum: Bugs [GZDoom]
- Topic: 4.14.1 Footsteps undesirable behaviour, maybe bug
- Replies: 7
- Views: 993
Re: 4.14.1 Footsteps undesirable behaviour, maybe bug
Keep in mind that the stock MakeFootsteps() code is essentially a placeholder for mods. I added it in so that those undocumented broken TERRAIN properties that have been around for longer than ZDoom even used Git would be tied to something. Of course since it was added by randi to ZDoom probably ...
- Wed Jul 09, 2025 7:08 am
- Forum: Scripting
- Topic: Trying to access Editor Key in switch statement gives type mismatch
- Replies: 3
- Views: 99
Re: Trying to access Editor Key in switch statement gives type mismatch
Your previous code would've worked to, but for anonymous functions you just need it to still end in SOME kind of state return. usually that would just be return State(Null);. Which is no return and makes the actor just go to whatever the next state is.
- Sat Jun 21, 2025 10:21 am
- Forum: Mapping
- Topic: Can I change a PolyObject floor texture?
- Replies: 4
- Views: 113
Re: Can I change a PolyObject floor texture?
However, I have only ever used reasonably traditional polyobjects, so there might be a cunning trick that someone knows about that I don't. There isn't. You can make a polyobject that appears to have a finite height by making it out of a raised floor (A lowered ceiling would probably work too but I ...
- Thu Mar 20, 2025 9:00 pm
- Forum: Bugs [GZDoom]
- Topic: 4.14.1 Footsteps undesirable behaviour, maybe bug
- Replies: 7
- Views: 993
Re: 4.14.1 Footsteps undesirable behaviour, maybe bug
The splash thing was intentional and done by me, since logically, taking steps in a liquid DOES make it splash. Being able to trigger splashes on the floor below when walking on a 3D floor is absolutely a bug however. If I'm not busy working with other stuff tomorrow, I'll look into fixing it ...
- Fri Feb 21, 2025 8:09 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Read the default of a CVar
- Replies: 2
- Views: 1242
Re: Read the default of a CVar
Well, it's been merged so a moderator should probably move this to the closed feature suggestions subforum.
- Sat Feb 15, 2025 12:33 pm
- Forum: Mapping
- Topic: Swimmable 3d floors with thicker viscosity
- Replies: 1
- Views: 3090
Re: Swimmable 3d floors with thicker viscosity
About friction, the reason for that is that friction values are very precise, you'd need to mess with more decimal points down, like 0.63467 or something. Also, you can directly modify the move and friction factors of sectors in the Edit Sector window under the custom tab. factors.png As for ...
- Wed Dec 18, 2024 4:37 am
- Forum: Scripting
- Topic: Script errors with 4.14.0
- Replies: 10
- Views: 2739
Re: Script errors with 4.14.0
This is because Jay pushed a fix for ZScript that makes arrays more strictly obey what type they're supposed to be. For Gearbox at least, there was a discussion on the ZDoom Discord where the cause of the error seemed to be that m8f was using a TextureID array by passing actual plain integer values ...
- Wed Dec 18, 2024 4:23 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: A_Explode flag to ignore sight
- Replies: 3
- Views: 3683
Re: A_Explode flag to ignore sight
I mean, GetRadiusDamage() would be used to determine how much damage each actor should receive at the specified distance. That's literally how P_RadiusAttack() itself works after all, too.
- Sun Dec 15, 2024 1:10 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: A_Explode flag to ignore sight
- Replies: 3
- Views: 3683
Re: A_Explode flag to ignore sight
Keep in mind that ZScript also has a GetRadiusDamage function, which is what RadiusAttack() uses to calculate how much damage the actor should receive with the specified distance and damage. So you can use that to implement custom explosions.
- Thu Dec 12, 2024 6:37 am
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38037
- Views: 4646972
Re: [SPRITES] Spriting Carnival!!
Here's some sprite edits (And original sprites) that I decided to make this week. Normally the sprites I make are hundreds of model-> sprite renders, the kind of stuff that can't be folded neatly into a sprite sheet, and has to be taken from my mods directly, where I make them using a partially ...
- Fri Oct 25, 2024 12:18 pm
- Forum: Off-Topic
- Topic: Dear ZScripters, how good were you at maths?
- Replies: 4
- Views: 2608
Re: Dear ZScripters, how good were you at maths?
I know absolutely nothing about math, I can't even do anything above like 3rd grade arithmetic myself.
- Fri Oct 25, 2024 10:58 am
- Forum: Gameplay Mods
- Topic: -UPDATE- AccuDeathV3.2: A Doom/Heretic/Hexen Mod Friendly Accurate Death Effects Mod
- Replies: 20
- Views: 6282
Re: AccuDeathV2.0: A Doom/Heretic/Hexen Death Effects Mod [Major Update!]
Oh also, maybe you should check if the actor that died has a Death state of the damage type that killed it using FindState(). i.e checking for
If (!FindState("Death.Fire",True))
So that the custom fire death effects will NOT be applied to actors that already have their fire death state.
If (!FindState("Death.Fire",True))
So that the custom fire death effects will NOT be applied to actors that already have their fire death state.
- Sun Oct 20, 2024 7:17 am
- Forum: Scripting
- Topic: Getting visible things, setting targets - ZScript monster AI
- Replies: 1
- Views: 215
Re: Getting visible things, setting targets - ZScript monster AI
What the actual fuck? What kinda fucking coincidence is this? You asked for a function like LookForEnemies() that returns an array of all valid enemies 3 days after I wrote a function that does exactly that, and then 3 days after THAT, it was merged to GZDoom. Uh, anyway, yes, you happened to ask ...
- Mon Oct 14, 2024 6:34 am
- Forum: Gameplay Mods
- Topic: -UPDATE- AccuDeathV3.2: A Doom/Heretic/Hexen Mod Friendly Accurate Death Effects Mod
- Replies: 20
- Views: 6282
Re: AccuDeathV2.0: A Doom/Heretic/Hexen Death Effects Mod [Major Update!]
Hmm, this mod seems to be pretty universal (In terms of mod compatibility), but some things could be implemented better so it doesn't replace anything at all. The blood colors on the monsters could be changed without replacing them at all, while you can't directly change blood colors like you can ...