Search found 46 matches

by Duvo
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 ...
by Duvo
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 ...
by Duvo
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 ...
by Duvo
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 ...
by Duvo
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 ...
by Duvo
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
by Duvo
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?
by Duvo
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 ...
by Duvo
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 ...
by Duvo
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
by Duvo
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 ...
by Duvo
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
by Duvo
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.
by Duvo
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.

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