Search found 26 matches

by BrickJove
Sat Jan 11, 2025 12:34 pm
Forum: Scripting
Topic: Disable HUD for cutscene
Replies: 16
Views: 4220

Re: Disable HUD for cutscene

Sorry, I forgot to mention this: you need to define HideHud (InInventory "HideHud") in SBARINFO. Here's my code: statusbar normal, fullscreenoffsets Alpha 1.0 // Standard JUPITER3D Status bar { InInventory "HideHud" { // anything you need to display for cutscenes like letterbox bars } else ...
by BrickJove
Sat Jan 11, 2025 11:17 am
Forum: Scripting
Topic: Dynamic Destruction Effects in GZDoom (Build Engine Style)
Replies: 2
Views: 1225

Re: Dynamic Destruction Effects in GZDoom (Build Engine Style)

Brutal Doom uses A_SpawnItem for the flying parts and A_CustomMissile for blood effects. I guess that's the path I need to take.
by BrickJove
Sat Jan 11, 2025 5:12 am
Forum: Scripting
Topic: Dynamic Destruction Effects in GZDoom (Build Engine Style)
Replies: 2
Views: 1225

Dynamic Destruction Effects in GZDoom (Build Engine Style)

Hi everyone, I'm looking for a way to create a dynamic destruction effect in GZDoom, similar to what you see in the Build Engine games (like Duke Nukem 3D or Blood). Specifically, I want objects like shards, debris, or body parts to fly around as separate actors when something is destroyed. I've ...
by BrickJove
Sat Jan 11, 2025 4:18 am
Forum: Scripting
Topic: custom TeleportFog
Replies: 21
Views: 3250

Re: custom TeleportFog

@Jarewill
Thank you! I wouldn’t have thought of that at all; I didn’t even know that something like ItemFog existed.
by BrickJove
Sat Jan 11, 2025 4:15 am
Forum: Scripting
Topic: Disable HUD for cutscene
Replies: 16
Views: 4220

Re: Disable HUD for cutscene

You have to script it. I use the map editor, e.g., DoomBuilder.
by BrickJove
Fri Jan 10, 2025 12:53 pm
Forum: Scripting
Topic: custom TeleportFog
Replies: 21
Views: 3250

Re: custom TeleportFog

The actor has the Inventory.RespawnTics parameter. actor zbonus : PowerupGiver 10205 { //$Category "JDecoration/Inventory" Height 46 Inventory.PickupMessage "$GOTZBONUS" Inventory.PickupSound "zappu" +INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP +INVENTORY.ALWAYSRESPAWN Inventory.RespawnTics 35 ...
by BrickJove
Fri Jan 10, 2025 6:17 am
Forum: Scripting
Topic: custom TeleportFog
Replies: 21
Views: 3250

Re: custom TeleportFog

@Enjay The only error messages displayed are related to some monster states, where it claims I incorrectly used the NODELAY parameter. This is because each death animation for the enemies is a separate actor. By the way, I'm using GZDoom version g4.12.2. Which version did you test with? Maybe there ...
by BrickJove
Thu Jan 09, 2025 4:57 pm
Forum: Scripting
Topic: custom TeleportFog
Replies: 21
Views: 3250

Re: custom TeleportFog

@Enjay

Yes, CustomTeleportFog does appear when summoned that way.
by BrickJove
Thu Jan 09, 2025 4:52 pm
Forum: Scripting
Topic: custom TeleportFog
Replies: 21
Views: 3250

Re: custom TeleportFog

@Enjay

Yes, CustomTeleportFog does appear when summoned that way.
by BrickJove
Thu Jan 09, 2025 2:46 pm
Forum: Scripting
Topic: custom TeleportFog
Replies: 21
Views: 3250

Re: custom TeleportFog

The problem is that the original TeleportFog is displayed no matter what I do, even if I assign the actor the CustomTeleportFog.

by BrickJove
Thu Jan 09, 2025 12:29 pm
Forum: Scripting
Topic: custom TeleportFog
Replies: 21
Views: 3250

Re: custom TeleportFog

Sorry, my project is divided into several PK3s, and uploading it would be too complicated. Let me show you the folder structure first; maybe the problem lies there. By the way, jupiter_classes.txt is correctly implemented because I can already access the class DeathAnimation. https://imgur.com ...
by BrickJove
Wed Jan 08, 2025 2:47 pm
Forum: Scripting
Topic: custom TeleportFog
Replies: 21
Views: 3250

Re: custom TeleportFog

I had already tried that as well, but it still doesn't work. Do you perhaps have a simple WAD with an example?
by BrickJove
Tue Jan 07, 2025 4:12 pm
Forum: Scripting
Topic: custom TeleportFog
Replies: 21
Views: 3250

Re: custom TeleportFog

class CustomTeleportFog : Actor { override void PostBeginPlay() { Super.PostBeginPlay(); A_PlaySound("jbonus", CHAN_BODY); } override void Tick() { // Custom logic, if needed Super.Tick(); } States { Spawn: SPEX ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 Bright; Stop; } }
by BrickJove
Tue Jan 07, 2025 3:42 pm
Forum: Scripting
Topic: custom TeleportFog
Replies: 21
Views: 3250

Re: custom TeleportFog

I already did that—my class is named CustomTeleportFog, and I even added the actor parameter TeleFogSourceType "CustomTeleportFog", but it still doesn’t work.
by BrickJove
Tue Jan 07, 2025 11:50 am
Forum: Scripting
Topic: Disable HUD for cutscene
Replies: 16
Views: 4220

Re: Disable HUD for cutscene

1. Create the HideHud Actor:

Code: Select all

ACTOR HideHud : Inventory
{
  States
  {
  Spawn:
    TNT1 A -1
    Stop
  }
2. Write the ACS Script:

Code: Select all

script 401 ENTER
{
GiveInventory("HideHud",1);
}

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