Search found 53 matches

by wereabbit
Wed Aug 02, 2023 6:25 am
Forum: Scripting
Topic: Trouble with Line_SetBlocking
Replies: 4
Views: 509

Re: Trouble with Line_SetBlocking

Arguments in Line_SetBlocking work differently. To set a blocking flag you need to specify which one in the second argument, like so: Line_SetBlocking (26, BLOCKF_PLAYERS , 0); While if you want to clear it, you need to specify it in the third argument: Line_SetBlocking (26, 0, BLOCKF_PLAYERS ...
by wereabbit
Wed Aug 02, 2023 2:26 am
Forum: Scripting
Topic: Trouble with Line_SetBlocking
Replies: 4
Views: 509

Trouble with Line_SetBlocking

Hello, I have a trouble with these scripts : The first block the line script 81 OPEN { Line_SetBlocking (26, ON, BLOCKF_PLAYERS ); } ... and the second is supposed to unblock the line Script 90 (void) { SetLineTexture (26, SIDE_FRONT, TEXTURE_MIDDLE, "-"); Line_SetBlocking (26, OFF, BLOCKF_PLAYERS ...
by wereabbit
Mon Apr 20, 2020 6:00 am
Forum: Closed Bugs [GZDoom]
Topic: Weird problems with UDB, Gzdoom... or both of them
Replies: 6
Views: 420

Re: Weird problems with UDB, Gzdoom... or both of them

The reason why the firemace isn't spawning all the time is because it's made to be that way: Contrarily to most other weapons, it cannot be placed directly on a map; instead one or several MaceSpawner things are placed, and there is a ~75% chance that a firemace will appear on a randomly-selected ...
by wereabbit
Mon Apr 20, 2020 3:37 am
Forum: Closed Bugs [GZDoom]
Topic: Weird problems with UDB, Gzdoom... or both of them
Replies: 6
Views: 420

Weird problems with UDB, Gzdoom... or both of them

Hello, I'm working on a big mag for Heretic, and i have some problems. First, a screnn of my map : https://imgur.com/IjqgiYq ... and now, the explication of the bugs. Sometime, when i lauch my map, a weapon (the firemace) appears https://imgur.com/bgSl11L ... or not https://imgur.com/4V8lG2U There ...
by wereabbit
Wed Sep 18, 2019 1:37 am
Forum: Levels
Topic: (wip) Rock (new video)
Replies: 7
Views: 1381

Re: (wip) Rock

A little new video


Enjoy
by wereabbit
Fri Sep 13, 2019 12:50 pm
Forum: Levels
Topic: (wip) Rock (new video)
Replies: 7
Views: 1381

Re: (wip) Rock (up)

If you'll allow me to provide some constructive criticism, the layout of the caves, along with the repetitive texturing, is bound to make them pretty difficult to navigate without resorting to the automap. It's absolutly wanted ^^ Loving how this looks! The verticality and use of 3D architecture ...
by wereabbit
Thu Jul 25, 2019 2:23 am
Forum: Levels
Topic: (wip) Rock (new video)
Replies: 7
Views: 1381

(wip) Rock (new video)

Hello,
This is a short preview of my project: Rock
A non-linear map with larges open aeras (at least 2) and random scripted fights.


Stay tuned
by wereabbit
Mon Jul 22, 2019 1:33 pm
Forum: Scripting
Topic: Icarus.wad ghost effect
Replies: 6
Views: 353

Re: Icarus.wad ghost effect

Does it means that it is no possible to re-use this "bug" ? (i try in a map, nothing appends )
by wereabbit
Mon Jul 22, 2019 9:48 am
Forum: Scripting
Topic: Icarus.wad ghost effect
Replies: 6
Views: 353

Re: Icarus.wad ghost effect

wildweasel wrote:Given that Icarus predates Decorate and in fact any native support for translucency, I sort of wonder if this is actually the "Arch-Vile resurrects ghost monsters" bug, that ZDoom is applying some flourish to.
Thanks for the explication :) I'll go to sleep less stupid tonignt :lol:
by wereabbit
Mon Jul 22, 2019 8:01 am
Forum: Scripting
Topic: Icarus.wad ghost effect
Replies: 6
Views: 353

Icarus.wad ghost effect

The first time i saw this effect, i was impressed.


Question : How can i make this effect ?
by wereabbit
Mon Jul 22, 2019 6:51 am
Forum: Scripting
Topic: [Solved] Funny thing with thing_spawn (bug ?)
Replies: 5
Views: 363

Re: [Solved] Funny thing with thing_spawn (bug ?)

Graf Zahl wrote: The Thing_Spawn command gives these actors a Tid of 50, and apparently somewhere else another script tries to spawn DoomImpBalls on Tid 50.
Yes !! That was the problem.
Works fine now ^^

Thx
by wereabbit
Sun Jul 21, 2019 3:09 am
Forum: Scripting
Topic: [Solved] Funny thing with thing_spawn (bug ?)
Replies: 5
Views: 363

Re: Funny thing with thing_spawn (bug ?)

Funny. Are you have a some custom decorate\zscript definition of lostsoul actor OR a some MAPINFO definitions ? No Here the mapinfo of my map : map MAP05 "Entryway " levelnum 5 titlepatch CWILV00 next MAP06 secretnext MAP30 sky1 SKY1 0 cluster 5 par 30 music D_RUNNIN fade "192 128 0" As you can see ...
by wereabbit
Sat Jul 20, 2019 1:48 pm
Forum: Scripting
Topic: [Solved] Funny thing with thing_spawn (bug ?)
Replies: 5
Views: 363

[Solved] Funny thing with thing_spawn (bug ?)

First, sorry if my post is in the wrong category, i don't where to post it. I have a funny and annoying problem with thing_spawn. I have two scripts The first ; Script 6 (void) { door++; if(door==2){ Print(s:"\c[Green]Sequence completed !"); //FloorAndCeiling_RaiseByValue (48, 2, 64); ACS_Execute ...
by wereabbit
Sun Jun 30, 2013 7:51 am
Forum: Editing (Archive)
Topic: Teleport via script problem
Replies: 3
Views: 259

Re: Teleport via script problem

ChronoSeth wrote:I'm guessing you didn't set up the line's activators properly.
possible...
here a pic of the configuration :
Image
by wereabbit
Sun Jun 30, 2013 4:01 am
Forum: Editing (Archive)
Topic: Teleport via script problem
Replies: 3
Views: 259

Teleport via script problem

Hello, I've got a problem with these scripts... script 10 (void) { SetLineSpecial (243, ACS_Execute, 11); ChangeFloor (249, "GATE1"); Light_Glow (249, 255, 152, 8); } script 11 (void) { Teleport(243, 264, 0); } in zdoom (hexen) format, these scripts works fine, but in udmf format, the teleport won't ...

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