Search found 13 matches
- 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.
- 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 ...
- 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.
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.
- 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.
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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
- 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 ...
- 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?
I figured I might be missing something, but I feel like tried everything.
Any advice?