Search found 21 matches
- Wed Apr 20, 2022 5:30 pm
- Forum: Abandoned/Dead Projects
- Topic: Ashes Afterglow TC - closing the vault
- Replies: 1779
- Views: 649301
Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update
Sure, but I was expecting to find some info/lore. Like who made it out and how, where they went next. Was that corpse in 2063 next to the revolver and the message (don't let her out) not the general but one of his men? I think the bronze key just opens up that shortcut next to the beginning of the ...
- Tue Apr 19, 2022 9:14 pm
- Forum: Abandoned/Dead Projects
- Topic: Ashes Afterglow TC - closing the vault
- Replies: 1779
- Views: 649301
Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update
So am I supposed to find some kind of clue in the general's camp/room? There's nothing there apart from some military fatigues on a wall.
- Sat Apr 09, 2022 6:33 pm
- Forum: Gameplay Mods
- Topic: Scavver's Paradise V3 Beta - A Survival Horror Mod
- Replies: 406
- Views: 142626
Re: Scavver's Paradise V2.0 - A Survival Horror Mod
If I add new monsters I'll likely source games like that for sounds, depending on how it fits into the dark, oppressive atmosphere of the mod's setting! Though that said I was wanting to add more sound bytes to the zombies, imps, and chaingunners, since you encounter them so frequently that the few ...
- Wed Apr 06, 2022 1:46 pm
- Forum: Scripting
- Topic: Making a weapon/monster with an outdoors only attack
- Replies: 6
- Views: 619
Re: Making a weapon/monster with an outdoors only attack
Thanks for the help! Your posts gave me an idea and I think I found an easy way to do this. Monster shoots an invisible non-damaging missile on another valid monster (A_CheckLOF is called before to ensure he doesn't shoot something else). Upon hitting the target, it spawns another missile that has ...
- Wed Apr 06, 2022 12:37 pm
- Forum: Scripting
- Topic: Best way to make a friendly monster follow closely?
- Replies: 0
- Views: 235
Best way to make a friendly monster follow closely?
in DECORATE? And also, is there any difference in pathfinding from a monster that follows a TARGET to a monster that follows a GOAL? I'm still not 100% happy with my friendlies. In their Spawn state I set the player as their GOAL with Thing_SetGoal, but with A_Chase it seems they always try to take ...
- Wed Apr 06, 2022 11:51 am
- Forum: Scripting
- Topic: what to do so that a marine knows how much life you have
- Replies: 1
- Views: 208
Re: what to do so that a marine knows how much life you have
Something like this might work: TNT1 A 0 A_CheckRange(300,1,false)// if the player is too far, the marine skips the health check to prevent it from spawning items where the player can't even see TNT1 A 0 A_JumpIfHealthLower(50,"HealPlayer",pointer)//Jumps to "HealPlayer" state if pointer's health is ...
- Sun Apr 03, 2022 1:59 pm
- Forum: Gameplay Mods
- Topic: Scavver's Paradise V3 Beta - A Survival Horror Mod
- Replies: 406
- Views: 142626
Re: Scavver's Paradise V2.0 - A Survival Horror Mod
How can I add an inventory item with associated bulk? The items I add have zero bulk. I basically copied the code from other items so it should work but it doesn't. Example of one: ACTOR BFriendBeacon : CustomInventory { Radius 21 Height 12 Scale 0.5 Inventory.Amount 1 Inventory.MaxAmount 5 ...
- Mon Mar 28, 2022 5:59 pm
- Forum: Gameplay Mods
- Topic: Scavver's Paradise V3 Beta - A Survival Horror Mod
- Replies: 406
- Views: 142626
Re: Scavver's Paradise V2.0 - A Survival Horror Mod
Honestly this is giving me ideas for lil' loot crates that can be found and broken open. Ideally it would be pretty interesting for them to have some inherent risk/reward to them, like "If I try to get this open it'll alert a bunch of demons to my position, but I get a kickass reward for it" or ...
- Sun Mar 27, 2022 11:33 am
- Forum: Gameplay Mods
- Topic: Scavver's Paradise V3 Beta - A Survival Horror Mod
- Replies: 406
- Views: 142626
Re: Scavver's Paradise V2.0 - A Survival Horror Mod
Any reason why damage is reduced when you zoom in with certain weapons?
Ex. 7.62 DMR:
normal damage: 5*random(20,24), while zoomed in: 4*random(20,24)
And with the 7.62 sniper:
normal damage: 8*random(15,18), zoomed in:8*random(9,12), full zoom:8*random(7,10)
Ex. 7.62 DMR:
normal damage: 5*random(20,24), while zoomed in: 4*random(20,24)
And with the 7.62 sniper:
normal damage: 8*random(15,18), zoomed in:8*random(9,12), full zoom:8*random(7,10)
- Tue Mar 08, 2022 5:46 am
- Forum: Scripting
- Topic: Game freezes up when monster shoots
- Replies: 1
- Views: 220
Game freezes up when monster shoots
I'm at a loss here. Whenever this monster shoots the games freezes completely, but it's not consistent when and where it'll happen, just that it will happen at some point when he shoots. What could be causing this? Missile: NPM2 E 12 A_FaceTarget TNT1 A 0 A_JumpIfInventory("FriendAmmo",1,1) Goto ...
- Tue Nov 09, 2021 12:36 pm
- Forum: Scripting
- Topic: Making a weapon/monster with an outdoors only attack
- Replies: 6
- Views: 619
Re: Making a weapon/monster that with an outdoors only attac
Are you willing to use ZScript? You can grab the target's current sector and check its ceiling texture, I believe. I'm not in a good spot to try it myself right now (I actually need to do something similar for my project at some point), but I am fairly sure it's possible. Unfortunately I only know ...
- Mon Nov 08, 2021 9:27 am
- Forum: Scripting
- Topic: Making a weapon/monster with an outdoors only attack
- Replies: 6
- Views: 619
Making a weapon/monster with an outdoors only attack
What it says in the title. I want to make a monster with an attack that calls down lightning for example, but can only be used if the target is outdoors. Is that possible? There are ways to check if the target is underwater by checking waterlevel, but is there a way to check if a monster is outdoors ...
- Tue Nov 02, 2021 7:46 am
- Forum: Scripting
- Topic: Is this doable in decorate? (removing from player inventory)
- Replies: 2
- Views: 324
Re: Is this doable in decorate? (removing from player invent
Just realized that I messed up badly in that second state there. It's telling it to jump to See if the master has at least one mag, instead of jumping the Goto Should have been: Resupply: TNT1 A 0 A_JumpIfInventory("Magazine",1,1,AAPTR_MASTER) Goto See TNT1 A 0 A_TakeInventory("Magazine",1,0,AAPTR ...
- Sun Oct 31, 2021 4:18 pm
- Forum: Scripting
- Topic: Is this doable in decorate? (removing from player inventory)
- Replies: 2
- Views: 324
Is this doable in decorate? (removing from player inventory)
Is there a way to, in a monster's code, remove an item from the player's inventory (the player that's activating them) before giving them that item? I'm somewhat new to decorate and don't know the first thing about scripting. I have a friendly marine monster that is a SwitchableDecoration type actor ...
- Sun Oct 31, 2021 2:09 pm
- Forum: Gameplay Mods
- Topic: Scavver's Paradise V3 Beta - A Survival Horror Mod
- Replies: 406
- Views: 142626
Re: Scavver's Paradise V1.9.9.4 - A Survival Horror Mod
Alright there's a few minor problems I found with this current version: - Tag error on the 12g auto shotgun pickup item: it displays the 20g auto name instead - Some projectiles have no decals, such as imp fireballs - Sprite conflicts with almost every wad/megawad I tried it with: in "Ashes:2063 ...