Search found 44 matches

by 7Soul
Mon Mar 17, 2025 6:14 pm
Forum: Off-Topic
Topic: Spoonerisms?
Replies: 6
Views: 372

Re: Spoonerisms?

Fig Bucking Gun
by 7Soul
Sun Mar 16, 2025 1:43 pm
Forum: Scripting
Topic: Making custom patrol routes in Zscript
Replies: 3
Views: 338

Re: Making custom patrol routes in Zscript

I did some more testing, and I found out the patrol points need to have the TID of another patrol point passed to them as args[0] When you have an object's info window opened, there's a link on the bottom-left that sends you to the wiki page for that class, very helpful to learn how each class ...
by 7Soul
Fri Jul 12, 2024 3:48 pm
Forum: Feature Suggestions [GZDoom]
Topic: Remove MaxStepHeight when jumping
Replies: 0
Views: 1906

Remove MaxStepHeight when jumping

One issue I ran into with my TC that allows jumping is that I'll make my player able to jump 64 units high, but they can go up much higher ledges due to the actor's ability to go up steps and this looks weird in practice. I tried setting MaxStepHeight to 0 when I jump and back to normal when I land ...
by 7Soul
Tue Mar 19, 2024 8:05 am
Forum: Scripting
Topic: [SOLVED][ZSCRIPT] Monster Stuck With Custom Chase Function
Replies: 4
Views: 460

Re: [ZSCRIPT] Monster Stuck on Steps With Custom Chase Function

I coded my own chase function too and the way I fixed the TryMove jitteriness was to use variables to track the direction and distance the monster wants to move, then use those values to move the monster in its Tick() function. So for example if the monster wants to move 8 units and its animation ...
by 7Soul
Tue Feb 27, 2024 6:59 am
Forum: Scripting
Topic: new to zscript need help with detecting bind in a script
Replies: 12
Views: 717

Re: new to zscript need help with detecting bind in a script

You said you were using ZScript, not ACS so I posted the solution for ZScript

I'm not super familiar with ACS but this seems to be what you're looking for: https://zdoom.org/wiki/GetPlayerInput
by 7Soul
Mon Feb 26, 2024 6:08 pm
Forum: Scripting
Topic: new to zscript need help with detecting bind in a script
Replies: 12
Views: 717

Re: new to zscript need help with detecting bind in a script

You need a player pawn variable, but it depends where you're using this script. If it's a weapon you can create one with let player = Invoker.owner; And I think in other cases you can do let player = players[consoleplayer].mo; (assuming it's a single player mod) You can learn more here: https ...
by 7Soul
Mon Feb 26, 2024 3:39 pm
Forum: Scripting
Topic: new to zscript need help with detecting bind in a script
Replies: 12
Views: 717

Re: new to zscript need help with detecting bind in a script

Here's an example from the GZDoom engine itself of player buttons being checked: https://github.com/ZDoom/gzdoom/blob/eb94f81a83294024bf87fba8d437042fc07eba7c/wadsrc/static/zscript/actors/player/player.zs#L1239 And to check a specific button you'd use (player.cmd.buttons & BT_ALTATTACK) Other ...
by 7Soul
Sun Feb 25, 2024 8:03 am
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1048
Views: 414481

Re: Ultimate Doom Builder

I'm very interested in that visual mode decal idea

Edit: or just make the decal visible in the selection window
by 7Soul
Wed Aug 23, 2023 3:03 pm
Forum: Scripting
Topic: Custom Difficulty Problems!
Replies: 3
Views: 875

Re: Custom Difficulty Problems!

I checked the GZDoom source code and doesn't look like there's any restriction as long as your skills are properly defined in MAPINFO. Dunno about other sourceports
by 7Soul
Thu Jul 20, 2023 7:22 am
Forum: Assets (and other stuff)
Topic: Models or sector constructs. Which uses more resources?
Replies: 3
Views: 1232

Re: Models or sector constructs. Which uses more resources?

GZdoom seems pretty good at rendering models from my tests. I made a sphere with 1000 faces and the game didn't start to drop frames until I had hundreds of them on screen. You might want to run a similar test if you want exact numbers, using vid_fps to see the framerate
by 7Soul
Fri Jul 14, 2023 5:39 am
Forum: Assets (and other stuff)
Topic: [solved] Model appears shorter than expected
Replies: 6
Views: 966

Re: Model appears shorter than expected

In UDB preferences, on the Appearance tab, untick the "Stretched view in visual modes" option, that should fix it. I haven't checked how it works, though, and the tooltip says it stretches the geometry and sprites by 15%, not 20%. I assume that's just an error in the tooltip, as otherwise models ...
by 7Soul
Thu Jul 13, 2023 12:37 pm
Forum: Assets (and other stuff)
Topic: [solved] Model appears shorter than expected
Replies: 6
Views: 966

Re: Model appears shorter than expected

The world itself (map geometry and sprites) is rendered stretched by 20% as part of the aspect ratio correction . 3D models aren't affected by this, so they are rendered the same way as you see them in Blender. If you're using models that need to fit level geometry, either account for that when ...
by 7Soul
Thu Jul 13, 2023 11:47 am
Forum: Assets (and other stuff)
Topic: [solved] Model appears shorter than expected
Replies: 6
Views: 966

Re: Model appears shorter than expected

Unless I'm wrong, it looks it's just rendering it as the engine wants. Did you measure out 64 units in your modeling software? If so, I don't think it's gonna line up. The box is 1m³ in Blender, then exported at 32 times the size. The x and y sizes appear correct, taking a 64x64 units space, but ...
by 7Soul
Thu Jul 13, 2023 11:12 am
Forum: Assets (and other stuff)
Topic: [solved] Model appears shorter than expected
Replies: 6
Views: 966

[solved] Model appears shorter than expected

https://imgur.com/dEjiBYe On the left a 64x64 sector, on the right a 64x64 Cube model. This is how it appears bot in UDB and GZDoom Modeldef: Model TestBox { Path "models" Model 0 "test_box.obj" Path "sprites/environment" SurfaceSkin 0 0 "EVPLA0.png" Scale 1 1 1 FrameIndex EVPL A 0 0 } Actor ...
by 7Soul
Sun May 28, 2023 6:55 am
Forum: Scripting
Topic: Maintain map of additional data for enemies
Replies: 6
Views: 487

Re: Maintain map of additional data for enemies

Try printing other.getClassName() and previousTargets[j].getClassName() to at least know if those variables actually hold a reference to an actor, they might just be empty. You'd better post the entire function here too

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