Search found 98 matches

by malon3
Mon Apr 04, 2022 3:39 pm
Forum: Scripting
Topic: [Solved] AmmoType2 will not increment on pickup
Replies: 1
Views: 200

Re: AmmoType2 will not increment on pickup

So the answer is "this is an issue with what's being considered the parent ammo. Since MyNewAmmo inherits from MyBaseAmmo, it assumes that it's a sub type of the parent ammo type MyBaseAmmo, similar to ClipBox vs Clip. To fix this, you'll need to override the GetParentAmmo() function in your ...
by malon3
Mon Apr 04, 2022 12:58 pm
Forum: Scripting
Topic: [Solved] AmmoType2 will not increment on pickup
Replies: 1
Views: 200

[Solved] AmmoType2 will not increment on pickup

Issue: AmmoType2 does not increment, unless picking up another copy of the weapon associated with it. Picking up "MyNewAmmo" increments nothing. Picking up a backpack increments only AmmoType1, not AmmoType2. The FULL code below, for debug purposes, try it yourself. To test, load the code then do ...
by malon3
Mon Mar 21, 2022 8:27 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Request: warn of sprite namespace collisions on load
Replies: 11
Views: 921

Re: Request: warn of sprite namespace collisions on load

Okay, this thread is turning into exactly the other thread. Maybe we should keep discussion in one place. My response was "Thank you, using slade to check for duplicates is certainly doable and ultimately solves my issue. The only thing I don't like is that I use VSCode to develop and it does tie ...
by malon3
Mon Mar 21, 2022 8:20 am
Forum: Scripting
Topic: Am I the only one wants to be warned on sprite collisions?
Replies: 10
Views: 576

Re: Am I the only one wants to be warned on sprite collision

#1. Thank you Gez, I was unaware of that feature. #2. I prefer to develop in VSCode so I can easily push to changes repositories, a slade-only feature is kinda rough in that regard. Though this doesn't mean I can't open the directory in Slade, but it does tie editing directly to slade and no other ...
by malon3
Mon Mar 21, 2022 8:10 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Request: warn of sprite namespace collisions on load
Replies: 11
Views: 921

Re: Request: warn of sprite namespace collisions on load

What about an optional commandline switch like -checkcols

That way existing projects don't get any flags and while devleoping you can use that switch to check your project?

Does that have any issues?
by malon3
Mon Mar 21, 2022 8:00 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Request: warn of sprite namespace collisions on load
Replies: 11
Views: 921

Re: Request: warn of sprite namespace collisions on load

Sorry, I admit I made a mistake, I have a thread open in scripting where I'm talking to general public and didn't check the thread I was in. I was thinking since it was a closed feature suggestion, responses would be limited/closed here and I was automatically replying the scripting one. 100% my ...
by malon3
Mon Mar 21, 2022 7:21 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Request: warn of sprite namespace collisions on load
Replies: 11
Views: 921

Re: Request: warn of sprite namespace collisions on load

"Doing that would require breaking a ton of existing mods and projects."

How does a warning message in an optional commandline switch break projects?
by malon3
Mon Mar 21, 2022 6:15 am
Forum: Scripting
Topic: Am I the only one wants to be warned on sprite collisions?
Replies: 10
Views: 576

Re: Am I the only one wants to be warned on sprite collision

I still don't understand this response "Replacing a resource with the last one loaded that has the same name is a fundamental feature of the engine and always has been." I'm not asking to change that behavior I'm asking to be notified when it happens, at least making it an optional commandline ...
by malon3
Mon Mar 21, 2022 5:56 am
Forum: Scripting
Topic: Am I the only one wants to be warned on sprite collisions?
Replies: 10
Views: 576

Am I the only one wants to be warned on sprite collisions?

I made a feature request for this, but got denied. I really don't see a reason to deny this. It doesn't affect any other mods and it's simply a warning message that it's happening. "Overriding data like that is a core feature of the engine - it'd flag lots of perfectly valid mods." Deprecation also ...
by malon3
Mon Mar 21, 2022 5:51 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Request: warn of sprite namespace collisions on load
Replies: 11
Views: 921

Re: Request: warn of sprite namespace collisions on load

It would only be warning messages in console, I'm not asking to prevent anything, just an alert that it's happening.
Deprecation also flags valid mods, so i dont see how thats an answer
by malon3
Sun Mar 20, 2022 9:12 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Request: warn of sprite namespace collisions on load
Replies: 11
Views: 921

Request: warn of sprite namespace collisions on load

I have sprites layed out liked this: sprites/p1/BAL3A0.png sprites/p2/BAL3A0.png However, each sprite is of a different texture. What's happening is in-game, one of the sprites is being overwritten because they are the same namespace and there is no mention of any kind of collision in console, but ...
by malon3
Sat Mar 19, 2022 7:06 pm
Forum: Scripting
Topic: Accessing custom property dynamically
Replies: 2
Views: 226

Re: Accessing custom property dynamically

Thank you, I had already prepared for the weapon changing before impact. I saved the state before the shot and after the shot.

My mistake was thinking that casting to the parent class would affect values set by the child class.

Thank you Graf, you've answered several of my dumb questions.
by malon3
Sat Mar 19, 2022 2:13 pm
Forum: Scripting
Topic: Accessing custom property dynamically
Replies: 2
Views: 226

Accessing custom property dynamically

How do I access the "AmmoUsage" property from the projectile? The name of the gun is "CompanionZombieManGun" and there will be many more gun types that inherit from BaseGun, so how can I do this dynamically? class BaseGun : Weapon { int AmmoUsage; property AmmoUsage : AmmoUsage; Default { Weapon ...
by malon3
Tue Mar 15, 2022 4:34 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Request: Zscript SetDamageFactor()
Replies: 3
Views: 592

Request: Zscript SetDamageFactor()

Case: setting a monsters damage factor from an event ApplyDamageFactor() and ApplyDamageFactors() do not alter the current damagefactors, but simply perform calculations based on it. myactor.damagetype = "whatever"; myactor.damagefactor = 0.0; This does not make an actor immune to that specific ...

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