Search found 53 matches
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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
Enjoy
- 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 ...
- 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
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
- 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 )
- Mon Jul 22, 2019 9:48 am
- Forum: Scripting
- Topic: Icarus.wad ghost effect
- Replies: 6
- Views: 353
Re: Icarus.wad ghost effect
Thanks for the explicationwildweasel 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.


- 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 ?
Question : How can i make this effect ?
- 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 ?)
Yes !! That was the problem.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.
Works fine now ^^
Thx
- 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 ...
- 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 ...
- Sun Jun 30, 2013 7:51 am
- Forum: Editing (Archive)
- Topic: Teleport via script problem
- Replies: 3
- Views: 259
- 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 ...