Search found 7 matches

by DivineHero
Sat Sep 04, 2021 3:27 pm
Forum: Resources
Topic: Questions about using sprite and sound resources in mods
Replies: 6
Views: 1376

Questions about using sprite and sound resources in mods

I'm relatively new to the latest forum structure, so I'm not sure if this is the best place to ask this. I have been making ZDoom mods for a while, but have been reluctant to share them because I've been using sprites, sounds, and music from other games or resource packs. What are the rules for ...
by DivineHero
Sun Sep 27, 2020 2:00 am
Forum: Scripting
Topic: punching actors made of certain materials
Replies: 1
Views: 140

Re: looking for a certain struct in target

Ok, maybe I'm going about this the wrong way. What I ultimately want to do is implement a system where if the player has a melee weapon, he or she can use it to strike other actors in the level, and each of these objects may be made of certain materials such that when the player hits them, you'd see ...
by DivineHero
Wed Sep 23, 2020 1:20 am
Forum: Scripting
Topic: punching actors made of certain materials
Replies: 1
Views: 140

punching actors made of certain materials

I'm planning to define my monster classes with a struct called CombatDefinitions that defines certain properties for the monster. I want to make certain weapons do different things depending on the values set in the target's CombatDefinitions instance. It's currently not compiling. Sort of like this ...
by DivineHero
Mon Sep 21, 2020 9:02 pm
Forum: Scripting
Topic: Ripper with puff
Replies: 8
Views: 621

Re: Ripper with puff

I am able to load both my zscript and decorate now, thanks to you. But I'm still not sure about how to prevent the puff from appearing on the shooter immediately when it is launched. I thought maybe I could introduce a hitcount variable and increment when it hits a target and just not show the puff ...
by DivineHero
Mon Sep 21, 2020 11:16 am
Forum: Scripting
Topic: Ripper with puff
Replies: 8
Views: 621

Re: Ripper with puff

When I implemented it, I found that it also showed the puff when launching from the shooting actor. How can I prevent that from happening? Also, if the projectile hits a non-shootable actor, it explodes and displays the puff. Can I make it only explode without displaying the puff in that situation ...
by DivineHero
Sun Sep 20, 2020 10:51 pm
Forum: Scripting
Topic: Ripper with puff
Replies: 8
Views: 621

Re: Ripper with puff

DIY in ZScript, [wiki=ZScript_virtual_functions]with a SpecialMissileHit override[/wiki]. You can (conditionally) spawn a puff at the position of the projectile when the override is called, as well as keep track of the last hit victim's pointer so it isn't hit more than once on the same rip-through ...
by DivineHero
Sun Sep 20, 2020 6:07 pm
Forum: Scripting
Topic: Ripper with puff
Replies: 8
Views: 621

Ripper with puff

I don't think we can do this already for zdoom, but it is in Hexen. I'm asking for a way to do projectiles that pass through enemies, but when they do, they spawn a custom puff over the impact point and do the damage only once when it passes through the enemy. Like the wraithverge ghost. The custom ...

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