Search found 7 matches
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...