Search found 46 matches
- Tue Nov 11, 2025 2:40 am
- Forum: Feature Suggestions [GZDoom]
- Topic: The ability to differentiate sectors with the same id
- Replies: 2
- Views: 79
The ability to differentiate sectors with the same id
Currently, zscript can reference sectors in a level through it's level.sectors array. the problem is, if a wad has given two sectors the same index, there is no way to tell them apart. two sectors from opposite sides of the map can be regarded as the same sector and this can mess with code that ...
- Mon Nov 10, 2025 12:25 am
- Forum: Scripting
- Topic: Telling sectors apart once they're joined
- Replies: 6
- Views: 159
Re: Telling sectors apart once they're joined
You can find the sector shapes by walking the lines, you just need to determine which polygons are within which afterwards- one polygon inside the other is a hole, polygons at 0 depth are separate shapes. Polygons can be nested deeper than one level deep, in which case, even depths are actually ...
- Sat Nov 08, 2025 7:19 am
- Forum: Scripting
- Topic: Telling sectors apart once they're joined
- Replies: 6
- Views: 159
Re: Telling sectors apart once they're joined
It's an edge walking algorithm. Normally i could walk the outer hulk of the sector and then walk the inner holes separately and I'd know that the inner ones were holes because there would still be vertices to track once i arrived at the start, but if two outer hulls are separate it will count the ...
- Fri Nov 07, 2025 10:10 am
- Forum: Scripting
- Topic: Telling sectors apart once they're joined
- Replies: 6
- Views: 159
Telling sectors apart once they're joined
Hi guys, I have an issue I can't solve for the life of me. I have a script that identifies sectors by id and then compares their geometry, but I found out the hard way that if a person decides to join two sectors together in doom builder, you can have two sectors under 1 index, with separate ...
- Wed Feb 17, 2021 2:58 am
- Forum: General
- Topic: My mouse doesn't trigger any hover states in the interface
- Replies: 2
- Views: 264
Re: My mouse doesn't trigger any hover states in the interfa
Perfect, thank you
- Wed Feb 17, 2021 2:20 am
- Forum: General
- Topic: My mouse doesn't trigger any hover states in the interface
- Replies: 2
- Views: 264
My mouse doesn't trigger any hover states in the interface
Hi guys, not too sure where to post this, it doesn't seem like a bug because I'm 90% sure I'm just missing something, but when in-game, on any menu including strife dialogues and main menu, hovering over anything with the mouse does not trigger any sort of hover state from the button. I can still ...
- Fri Jan 29, 2021 4:36 am
- Forum: Scripting
- Topic: Is it possible to run ACS from zscript?
- Replies: 2
- Views: 466
Re: Is it possible to run ACS from zscript?
Thanks @Graf
- Sun Jan 24, 2021 8:40 am
- Forum: Scripting
- Topic: Is it possible to run ACS from zscript?
- Replies: 2
- Views: 466
Is it possible to run ACS from zscript?
Hi Everyone, I have a monster created through zscript. I'd like to run some ACS whenever it fires: zscript: Missile: POSS E 1 ACS_ExecuteAlways(44); ACS: script 44 (void){ Print(s:"It worked!"); } while it doesn't throw any errors, it doesn't work either. is there a way to make this happen?
- Sun Jan 24, 2021 3:39 am
- Forum: Scripting
- Topic: ACS can't reference a monster's hp after it dies
- Replies: 4
- Views: 276
Re: ACS can't reference a monster's hp after it dies
I've found the source of the problem. the raise code has a few specifications for a clean resurrection, my first being that the frame upon which the zombie respawns had to have a timer of -1. I started from the base zombie class and added what I needed on top of it. now it works like a charm, the ...
- Sun Jan 24, 2021 3:14 am
- Forum: Scripting
- Topic: ACS can't reference a monster's hp after it dies
- Replies: 4
- Views: 276
Re: ACS can't reference a monster's hp after it dies
I've stripped down the Zombie class to it's bare essentials, but the problem still persists. after the zombie is raised, it cannot be hit by anything at all class raisingZombie : ZombieMan{ States{ Death: POSS H 5; POSS I 5 A_Scream; POSS K 5; POSS L random(20, 25); POSS JIH 5 A_RaiseSelf(); Goto ...
- Sun Jan 24, 2021 3:05 am
- Forum: Scripting
- Topic: ACS can't reference a monster's hp after it dies
- Replies: 4
- Views: 276
Re: ACS can't reference a monster's hp after it dies
Hi @Blue Shadow, I've implemented the change.
I moved the player into the arena and it seems that once the monsters are killed and raised,
they no longer are able to be shot at, bullets will go right through them. I think this is the root of the problem
I moved the player into the arena and it seems that once the monsters are killed and raised,
they no longer are able to be shot at, bullets will go right through them. I think this is the root of the problem
- Sat Jan 23, 2021 4:41 am
- Forum: Scripting
- Topic: ACS can't reference a monster's hp after it dies
- Replies: 4
- Views: 276
ACS can't reference a monster's hp after it dies
Hi everyone, I have a few issues with my code, which you can find in this pk3: http://s000.tinyupload.com/index.php?file_id=28400350622968183397 The full code and map may be found there, while I will reference parts of it this for this thread. Within this pk3 I have a map with a custom zombie actor ...
- Thu Jan 21, 2021 9:46 am
- Forum: Scripting
- Topic: Is there a way to make Monsters explore?
- Replies: 3
- Views: 519
Re: Is there a way to make Monsters explore?
Thanks @Caligari87, I'm excited to try this out
- Thu Jan 21, 2021 9:44 am
- Forum: Scripting
- Topic: Skipping the intro and menu on load
- Replies: 0
- Views: 202
Skipping the intro and menu on load
Hi everyone, I'd like to know if it's possible to skip the intro and menu for doom through code.
it would go straight into the first level with no interruption.
it would go straight into the first level with no interruption.
- Thu Jan 14, 2021 1:50 pm
- Forum: Scripting
- Topic: Is there a way to make Monsters explore?
- Replies: 3
- Views: 519
Is there a way to make Monsters explore?
Specifically, is there a way to make monsters rotate around all the sectors they can access?
I'm creating a mod where monsters duke it out deathmatch style and I need them to rotate
around the map when they're not fighting, looking for new targets.
I'm creating a mod where monsters duke it out deathmatch style and I need them to rotate
around the map when they're not fighting, looking for new targets.