Um... okay. I know that. I created the topic where you added FastProjectiles.
I'm asking a generic way to create the trail for multiple different projectiles.
FastTrail <actor> - where the actor equals the trail actor
Search found 265 matches
- Fri Oct 02, 2009 5:27 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Generic MageWandMissile and Trail?
- Replies: 4
- Views: 342
- Fri Oct 02, 2009 1:32 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Generic MageWandMissile and Trail?
- Replies: 4
- Views: 342
Generic MageWandMissile and Trail?
I am wondering if a generic equivalent of the MageWandMissile with the MageWandMissileTrail could be implemented for fast missiles (I'm really after just the trail effect) As of now if a fast missile has a speed set very high, even using A_SpawnItem and other actor spawning functions per every tic ...
- Tue Jul 21, 2009 6:55 pm
- Forum: Abandoned/Dead Projects
- Topic: ZDoom Wars (Thread now inactive. Check the Blog and Forum)
- Replies: 448
- Views: 39460
Re: ZDoom Wars (Public Beta 1.7)
Hard to avoid on those small maps IMO. They live too long to cost that little :S.
- Tue Jul 21, 2009 6:51 pm
- Forum: Abandoned/Dead Projects
- Topic: ZDoom Wars (Thread now inactive. Check the Blog and Forum)
- Replies: 448
- Views: 39460
Re: ZDoom Wars (Public Beta 1.7)
I was a bit dismayed when I found that the Centuar's prices werent increased
those things are extremely spammable. But anyway, good job! Virus gets the nerf it deserves >: )

those things are extremely spammable. But anyway, good job! Virus gets the nerf it deserves >: )
- Tue Jul 14, 2009 10:07 am
- Forum: Gameplay Mods
- Topic: GVHv2 - Beta 7 Released!
- Replies: 2553
- Views: 109128
Re: GVHv2 - Beta 3 released
doesnt he move like 0.00001 tho, thats moving right? I was just hoping you could just have it move when it was still :P Anyways there is a kinda hacky way to do it, but its alot of work for just some little effect, but if you want to know: A_GiveInventory("Jitter", 1) in SeeState A_TakeInventory ...
- Tue Jul 14, 2009 9:39 am
- Forum: Gameplay Mods
- Topic: GVHv2 - Beta 7 Released!
- Replies: 2553
- Views: 109128
Re: GVHv2 - Beta 3 released
Okay, I have this request that has been asked several times before. It may be pointless, it may be just me... but Im just so bothered that when Jitterskull moves, his mouth starts to BOB. So here I am, asking if you could consider changing the jitterskull mouth Ready sprites to jitter just like he ...
- Sat Jul 11, 2009 6:46 am
- Forum: Abandoned/Dead Projects
- Topic: ZDoom Wars (Thread now inactive. Check the Blog and Forum)
- Replies: 448
- Views: 39460
Re: ZDoom Wars (Public Beta 1.5)
You need to go install Skulltag 97E Alpha here Anyways... I have huge complaints for the strife faction. Their hitscans need to be majorly nerfed or something. One templar can easily destroy you with that major damaging hitscan attack. Ive heard several complaints of this... Secondly I believe the ...
- Fri Jul 10, 2009 9:56 am
- Forum: Abandoned/Dead Projects
- Topic: ZDoom Wars (Thread now inactive. Check the Blog and Forum)
- Replies: 448
- Views: 39460
Re: ZDoom Wars (Public Beta 1.5)
I have huge complaints for the strife faction. Their hitscans need to be majorly nerfed or something. One templar can easily destroy you with that major damaging hitscan attack. Ive heard several complaints of this... Secondly I believe the reavers were pretty much mini-templars, also being ...
- Sun Jun 28, 2009 1:51 am
- Forum: Abandoned/Dead Projects
- Topic: ZDoom Wars (Thread now inactive. Check the Blog and Forum)
- Replies: 448
- Views: 39460
Re: ZDoom Wars (Public Release now available!)
I demand that Deja Vu have my secret switches! That is all
- Fri Jun 26, 2009 10:50 am
- Forum: Gameplay Mods
- Topic: GVHv2 - Beta 7 Released!
- Replies: 2553
- Views: 109128
Re: GVHv2 - Beta 3 released
Alright, thankee very much.
Internet Explorer.Cutmanmike wrote:Really? What browser you using?
- Thu Jun 25, 2009 2:45 pm
- Forum: Gameplay Mods
- Topic: GVHv2 - Beta 7 Released!
- Replies: 2553
- Views: 109128
Re: GVHv2 - Beta 3 released
Heck, for some reason my pc freezes everytime it goes to cutstuff. Can anyone post a mirror?
This ain't no friggin Outbreak.X-CrAzYkInG-X wrote:humans: a survivor
S.W.A.T
e.t.c
for ghouls: zombies the run REALLY fast
grim reaper
an evil soul
- Sat Jun 20, 2009 8:35 pm
- Forum: Gameplay Mods
- Topic: GVHv2 - Beta 7 Released!
- Replies: 2553
- Views: 109128
Re: GVHv2 - Hunter magic upgrade?
Probably an irritating high pitch sound that would annoy the crap out of everyone because some idiots would spam the crap out of itCarthief wrote:Come to think of it, how the hell would a female Jitterskull sound?
- Wed Jun 17, 2009 7:14 pm
- Forum: Gameplay Mods
- Topic: GVHv2 - Beta 7 Released!
- Replies: 2553
- Views: 109128
Re: GVHv2 - Beta 2 up
I so generously remade this map for Cutty, but he doesn't seem to like my map!
http://www.sendspace.com/file/em8v2v
Tell me what you think, because he sure isn't encouraging.

http://www.sendspace.com/file/em8v2v
Tell me what you think, because he sure isn't encouraging.
- Wed Jun 17, 2009 12:12 pm
- Forum: Gameplay Mods
- Topic: GVHv2 - Beta 7 Released!
- Replies: 2553
- Views: 109128
Re: GVHv2 - Beta 2 up
The first and third shot are new areas expanding in opposite sides of the map. The third is just showing off that pillar in the middle, and you can see an expansion there.
Spoiler: More screenies!As of now the map is finished and with Cutman
- Tue Jun 16, 2009 8:31 pm
- Forum: Gameplay Mods
- Topic: GVHv2 - Beta 7 Released!
- Replies: 2553
- Views: 109128
Re: GVHv2 - Beta 2 up
The map is coming along nicely...

Spoiler: Screenies