Search found 60 matches
- Wed Jun 12, 2024 6:51 am
- Forum: Technical Issues
- Topic: Gzdoom 4.12.2 infinitely tall actors
- Replies: 3
- Views: 570
Re: Gzdoom 4.12.2 infinitely tall actors
Are you playing a mod where that feature is forced, by any chance? I know that you can force some stuff through MAPINFO. I was playing a map pack called corruption, im guessing the wad forces that feature. I've played a lot of map packs, and this is the first time i've seen this happen so it caught ...
- Tue Jun 11, 2024 5:45 pm
- Forum: Technical Issues
- Topic: Gzdoom 4.12.2 infinitely tall actors
- Replies: 3
- Views: 570
Gzdoom 4.12.2 infinitely tall actors
I'm not sure if this is a bug a new feature so ill post this here. It appears that monsters and objects are infinitely tall even tho i have this option disabled, before i could jump over or on top of monsters and objects (like stalagmites) but now if i try to jump over them or on top of them i am ...
- Tue Jan 09, 2024 2:48 am
- Forum: TCs, Full Games, and Other Projects
- Topic: DEAD TECH Episode One (1.1.4)!
- Replies: 27
- Views: 15605
Re: DEAD TECH Episode One (1.0)!
Just played episode 1 and it was fantastic! the maps were great and i loved the atmosphere, music was really cool, played it on the default difficulty (which i think is called hacker) and it didn't feel too hard or too easy, it was just hard enough to keep it challenging, overall very cool tc.
- Fri Oct 14, 2022 5:23 am
- Forum: Scripting
- Topic: Bomb detonation with zscript
- Replies: 7
- Views: 569
Re: Bomb detonation with zscript
This is very useful, thanks!.
- Fri Oct 14, 2022 1:38 am
- Forum: Scripting
- Topic: Bomb detonation with zscript
- Replies: 7
- Views: 569
Re: Bomb detonation with zscript
there is a mine launcher that gives and takes a token called "detonatemine" when you altfire or something and the mine checks for that inventory item to skip to death state and explode. ---edit-- this is a decorate mine launcher, if you wanted compat for multiplayer. Do you know were i could find ...
- Thu Oct 13, 2022 2:14 am
- Forum: Scripting
- Topic: Bomb detonation with zscript
- Replies: 7
- Views: 569
Re: Bomb detonation with zscript
So if i take this class and make my decorate weapon inherit form it would i be able to use the A_DetonateMissile function in my decorate weapon?. Or would i have to define a new custom function that works like A_DetonateMissile. Im asking this because i was able to use a custom zscript function with ...
- Tue Oct 11, 2022 7:18 pm
- Forum: Scripting
- Topic: Bomb detonation with zscript
- Replies: 7
- Views: 569
Bomb detonation with zscript
I want to create a custom function that allows the player to detonate a grenade type projectile using the alt fire of the weapon, i've seen this done with decorate before using Thing_Destroy but this isn't a viable method for multiplayer, so i was hoping to use zscript with decorate, and create a ...
- Tue Oct 04, 2022 6:19 am
- Forum: Scripting
- Topic: Toggable object spawn
- Replies: 7
- Views: 473
Re: Toggable object spawn
Alright thanks, appreciate it.
- Tue Oct 04, 2022 4:10 am
- Forum: Scripting
- Topic: Toggable object spawn
- Replies: 7
- Views: 473
Re: Toggable object spawn
NB: CVARs used for controlling object spawns should be marked server I was using user bool but it wasn't even working in single player, changed it to server bool and now the option for turning the effect on and off works, will using server bool cause problems with multiplayer? im not sure if server ...
- Tue Oct 04, 2022 12:19 am
- Forum: Scripting
- Topic: Toggable object spawn
- Replies: 7
- Views: 473
- Tue Sep 27, 2022 1:19 am
- Forum: Scripting
- Topic: Toggable object spawn
- Replies: 7
- Views: 473
Toggable object spawn
Ive seen many mods that have options to toggle certain things to spawn or not, like smoke, bullet casings and other actors, but i haven't figured out how to do this, could someone help me understand how that's done, preferably using acs with decorate.
- Tue Sep 06, 2022 3:21 am
- Forum: Gameplay Mods
- Topic: [minimod][1.4.1] Precise Crosshair
- Replies: 59
- Views: 54729
Re: [minimod][1.4.1] Precise Crosshair
Can i implement precise crosshair into my mod?
- Fri Aug 26, 2022 1:32 am
- Forum: Scripting
- Topic: Checking monsters health for a weapon
- Replies: 4
- Views: 418
Re: Checking monsters health for a weapon
Yes you can, as long as you're not doing it the other way around, i.e. inheriting ZScript classes from DECORATE classes. That won't work because DECORATE is parsed after ZScript. Thanks, i tested it out and it seems to be working fine, just wanted to be sure, so i wouldn't be getting errors latter ...
- Thu Aug 25, 2022 7:37 pm
- Forum: Scripting
- Topic: Checking monsters health for a weapon
- Replies: 4
- Views: 418
Re: Checking monsters health for a weapon
For example, if you inherit your DECORATE weapon from this base class. Can i do the inheritance more indirectly, for example my weapon already inherits from a decorate base class, so if i make the base class inherit from this zscript class will i still get the function to work? //Code By Jarewill ...
- Thu Aug 25, 2022 5:09 am
- Forum: Scripting
- Topic: Checking monsters health for a weapon
- Replies: 4
- Views: 418
Checking monsters health for a weapon
I need to get a weapon, to enter a custom state, when firing, if the monster has a certain amount of health left, i tried using A_JumpIfHealthLower with AAPTR_TARGET as the pointer, but the weapon enters the new state when firing, regardless of weather there is a monster in sight or not, and i dont ...