Search found 44 matches
- Mon Mar 17, 2025 6:14 pm
- Forum: Off-Topic
- Topic: Spoonerisms?
- Replies: 6
- Views: 372
Re: Spoonerisms?
Fig Bucking Gun
- 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 ...
- 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 ...
- 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 ...
- 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
I'm not super familiar with ACS but this seems to be what you're looking for: https://zdoom.org/wiki/GetPlayerInput
- 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 ...
- 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 ...
- 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
Edit: or just make the decal visible in the selection window
- 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
- 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
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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