Search found 23 matches
- Sun Jun 23, 2024 8:43 pm
- Forum: Mapping
- Topic: Can't call ACS library scripts from a UDMF map?
- Replies: 1
- Views: 1495
Can't call ACS library scripts from a UDMF map?
I've been developing an update to a total conversion I'm working on, and I'm trying to convert a map from Hexen format to UDMF right now. However, I've run into a bit of an issue. The map uses scripts from two files: a library, called AUTOLOAD.acs (despite its name, it is #import-ed, not autoloaded ...
- Sat Jan 01, 2022 1:41 pm
- Forum: Scripting
- Topic: Emulate ALLOWPAIN flag in Zandronum
- Replies: 1
- Views: 327
Re: Emulate ALLOWPAIN flag in Zandronum
Figured it out! You can use +NODAMAGE to prevent taking damage. However, it will still allow your actor to enter its pain state. HOWEVER however, this prevents it from dying to telefrags and massacres (kill monsters), so you have to define custom pain states for those that call A_Die("Extreme ...
- Fri Dec 31, 2021 2:47 pm
- Forum: Scripting
- Topic: Emulate ALLOWPAIN flag in Zandronum
- Replies: 1
- Views: 327
Emulate ALLOWPAIN flag in Zandronum
I'm working on a Marauder from Doom Eternal for Realm667, and I'm trying to make it Zandronum compatible, but there's one really big obstacle: I used invulnerability and the ALLOWPAIN flag to make the Marauder not take damage when his shield is ready. An inventory token makes his pain state throw up ...
- Mon Dec 27, 2021 1:58 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: ACS - LocalSetMusicVolume
- Replies: 0
- Views: 801
ACS - LocalSetMusicVolume
This was already discussed as part of this feature request, why isn't it a thing? Any music randomizer or mid-map music change would benefit a lot from this.
- Wed Dec 22, 2021 3:46 pm
- Forum: Scripting
- Topic: Make items stay on pickup in multiplayer
- Replies: 2
- Views: 374
Re: Make items stay on pickup in multiplayer
I had to edit it a little, but for the most part, that's exactly what I needed! Here's the final version of the code for those who have the same strangely specific question that I did: ACTOR ExamplePowerupMP : CustomInventory // Mark as multiplayer only in map { // Inventory.PickupSound "misc/p_pkup ...
- Wed Dec 22, 2021 1:14 pm
- Forum: Scripting
- Topic: Make items stay on pickup in multiplayer
- Replies: 2
- Views: 374
Make items stay on pickup in multiplayer
I've been making a single-map mod recently, and I want to put items throughout the map that give upgrades; for example, a permanent reduction to a type of damage. However, I want these items to stay on pickup in multiplayer, similarly to how weapons stay when sv_weaponstay is set. Is there a way to ...
- Tue Oct 26, 2021 2:56 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Bugged slopes in carmack with texture resizing enabled
- Replies: 3
- Views: 4680
Re: Bugged slopes in carmack with texture resizing enabled
Bumping this thread just to say that I'm also seeing this issue on my machine. Same problem (strange stretched appearance on slopes) under the same circumstances (GL resizing on for textures). Two questions: Can somebody else reproduce the problem? What file handles the GL resizer? I might try to ...
- Mon Sep 20, 2021 2:53 pm
- Forum: Mapping
- Topic: Assigning lines LineIDs in UDMF - Doom Builder
- Replies: 3
- Views: 570
Re: Assigning lines LineIDs in UDMF - Doom Builder
That's so weird... thanks for pointing it out, though!
- Mon Sep 20, 2021 11:29 am
- Forum: Mapping
- Topic: Assigning lines LineIDs in UDMF - Doom Builder
- Replies: 3
- Views: 570
Assigning lines LineIDs in UDMF - Doom Builder
I've been trying to give a line a LineID for an ACS function in UDMF format, but I can't find where to do it in UDB. Can somebody show me where it is?
- Fri Sep 10, 2021 7:33 am
- Forum: Scripting
- Topic: Trouble creating Strife dialogue with custom actors.
- Replies: 2
- Views: 220
Re: Trouble creating Strife dialogue with custom actors.
That fixed it. Thanks!
- Thu Sep 09, 2021 6:23 pm
- Forum: Scripting
- Topic: Trouble creating Strife dialogue with custom actors.
- Replies: 2
- Views: 220
Trouble creating Strife dialogue with custom actors.
I've been making a new map and it uses markers with attached Strife dialogue to show logs from in-game consoles. However, I can't get it to work. I've tried it with a ShotgunGuy with success, but if I use my custom actor, it doesn't work. Here's my custom actor in DECORATE: ACTOR InfoMarker 10000 ...
- Wed Sep 01, 2021 7:06 am
- Forum: Assets (and other stuff)
- Topic: Ambient sounds won't work
- Replies: 2
- Views: 665
Re: Ambient sounds won't work
Found out what the problem was. Here's my revised SNDINFO, for those wondering:
Code: Select all
ambient/hum DSHUM
$ambient 1 ambient/hum point continuous 1
- Tue Aug 31, 2021 6:24 pm
- Forum: Assets (and other stuff)
- Topic: Ambient sounds won't work
- Replies: 2
- Views: 665
Ambient sounds won't work
I was trying to make an ambient sound using the AmbientSound thing in UDMF and SNDINFO, but I can't get it to work. Here's the contents of my SNDINFO: sound ambient/hum "sounds/DSHUM.ogg" $ambient 1 ambient/hum point continuous And here's the arguments for my AmbientSound actor: arg0: 1 // Index ...
- Mon Aug 23, 2021 2:14 pm
- Forum: General
- Topic: Merge wads all in one
- Replies: 1
- Views: 1244
Re: Merge wads all in one
The pictured WAD was created with a program called WadSmoosh that combines the original first-party Doom IWADs and PWADs into one game. You can download that here: https://jp.itch.io/wadsmoosh If you want to do something similar on your own with non-commercial WADs, you'll need to manually do ...
- Thu Aug 19, 2021 8:05 pm
- Forum: Technical Issues
- Topic: Issues using PowerJumpHeight
- Replies: 1
- Views: 254
Issues using PowerJumpHeight
I've been making a mod that backports Skulltag's actors to GZDoom proper, and I've run into a bit of a problem. I went to try out the High Jump Rune, and I discovered that it did nothing. I'll save you the rest of the story; I've attempted to give myself PowerHighJump through the console in GZDoom ...