Search found 13 matches

by StankyTree
Tue Oct 10, 2023 10:17 pm
Forum: Mapping
Topic: What does your guy's mapping process look like?
Replies: 5
Views: 1488

Re: What does your guy's mapping process look like?

Awesome, the one thing i generally lack in my process is the drawing part. It would probably help me a lot.
by StankyTree
Mon Oct 09, 2023 7:28 pm
Forum: Mapping
Topic: What does your guy's mapping process look like?
Replies: 5
Views: 1488

What does your guy's mapping process look like?

I'm curious how do you all make your maps, like do you guys just create a layout for the map without any texture work so its all brown? Or do you all go into full detail right from the start? I'm honestly just asking cause I find mapping a little boring since I focus mostly on modding rather than ...
by StankyTree
Sat Oct 07, 2023 3:45 pm
Forum: Scripting
Topic: Limit Damage On Player Per Tic?
Replies: 5
Views: 502

Re: Limit Damage On Player Per Tic?

okay nevermind, i figured it out.

I simply made the player's health set to 50 when they have rings or a shield, but if they have nothing its set to 1.

so just as long as the player doesn't get hit by 50 projectiles within the same tic, they're fine.
by StankyTree
Sat Oct 07, 2023 2:47 pm
Forum: Scripting
Topic: Thrust player in the direction an actor is facing?
Replies: 2
Views: 464

Re: Thrust player in the direction an actor is facing?

I've figured it out quite a while ago, I simply assigned a tag to the player and made it thrust them based on the angle of the actor.
by StankyTree
Sat Oct 07, 2023 2:45 pm
Forum: Scripting
Topic: Limit Damage On Player Per Tic?
Replies: 5
Views: 502

Re: Limit Damage On Player Per Tic?

If you don't mind using ZScript, you can override Tick and DamageMobj to keep track of damage every tic: bool damaged; //Keep track of damage this tic in this variable Override void Tick(){ Super.Tick(); damaged=0; //Every tic reset it } Override int DamageMobj(Actor inflictor, Actor source, int ...
by StankyTree
Mon Sep 25, 2023 9:27 am
Forum: Scripting
Topic: Limit Damage On Player Per Tic?
Replies: 5
Views: 502

Re: Limit Damage On Player Per Tic?

If you don't mind using ZScript, you can override Tick and DamageMobj to keep track of damage every tic: bool damaged; //Keep track of damage this tic in this variable Override void Tick(){ Super.Tick(); damaged=0; //Every tic reset it } Override int DamageMobj(Actor inflictor, Actor source, int ...
by StankyTree
Sat Sep 23, 2023 7:50 pm
Forum: Scripting
Topic: Limit Damage On Player Per Tic?
Replies: 5
Views: 502

Limit Damage On Player Per Tic?

Okay so I am making a mod that has a damage system functionally identical to Sonic the Hedgehog, and the way I do it involved ACS constantly keeping the player's health between 1 and 2 (1 is when nothing is protecting you) and (2 is when you're protected by rings or a shield) And through this all ...
by StankyTree
Sat Aug 05, 2023 3:02 am
Forum: Scripting
Topic: Thrust player in the direction an actor is facing?
Replies: 2
Views: 464

Thrust player in the direction an actor is facing?

actor SlantedSpringboard 3501 { //$Category PlatformingTools //$Title SlantedSpringboard //$Angled //$Sprite BBOUA0 Radius 20 Height 5 Scale 1 +NoGravity States { Spawn: BBOU A 0 TNT1 A 0 A_JumpIf(Args[0] == 0, "blue") TNT1 A 0 A_JumpIf(Args[0] == 1, "yellow") TNT1 A 0 A_JumpIf(Args[0] == 2, "red ...
by StankyTree
Wed Jan 11, 2023 12:08 am
Forum: Scripting
Topic: Any advice on how to make a swapping ability?
Replies: 2
Views: 250

Any advice on how to make a swapping ability?

Okay, so i've been bothered by this all day. I've made an ability that uses armor, and you can cycle between 3 different ones using Mouse3, and press F to cast the ability. Right now my problem is, I want it to be under a single button. Tap to swap, and hold to cast the ability. I used ...
by StankyTree
Tue Jan 10, 2023 7:49 pm
Forum: Scripting
Topic: How would I make an inventory bar in ZScript show the currently selected item?
Replies: 3
Views: 420

Re: How would I make an inventory bar in ZScript show the currently selected item?

In zscript, the function is called DrawInventoryIcon(). You've got to add DrawString(), if you want to display amount of items also. // selected inventory display //////////////////////////////////// if (CPlayer.mo.InvSel != null) { DrawInventoryIcon(CPlayer.mo.InvSel, (351, 18), DI_ARTIFLASH|DI ...
by StankyTree
Tue Jan 10, 2023 4:28 pm
Forum: Scripting
Topic: How to check if you have an inventory item with Zscript?
Replies: 1
Views: 500

Re: How to check if you have an inventory item with Zscript?

This is under the fullscreen hud stuff in the GZSHud by the way, if that makes a difference. I assume it might be important cause CountInv doesn't work despite it being a zscript thing on the wiki
by StankyTree
Tue Jan 10, 2023 3:16 pm
Forum: Scripting
Topic: How to check if you have an inventory item with Zscript?
Replies: 1
Views: 500

How to check if you have an inventory item with Zscript?

I'm a complete noob at Zscript and i've been modifying the GZSHud for a personal project and to learn a little bit. I've been trying to essentially make an ability cycle, where you can tap a button to cycle between three abilities. I got all that down, but my only problem now is showing what ability ...
by StankyTree
Mon Feb 15, 2021 10:20 am
Forum: Assets (and other stuff)
Topic: 3d models not working on Monsters/Players???
Replies: 1
Views: 564

3d models not working on Monsters/Players???

I can make a model work perfectly fine on everything but Monsters/Players.
I figured I might be missing something, but I feel like tried everything.
Any advice?

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