Oh nice, yeah I forgot about those flags.
Search found 40 matches
- Sat Aug 03, 2024 8:43 pm
- Forum: Scripting
- Topic: [ACS] Change Ceiling light only?
- Replies: 6
- Views: 697
Re: [ACS] Change Ceiling light only?
- Sat Aug 03, 2024 3:11 am
- Forum: Scripting
- Topic: Calling Teleport_EndGame from a script.
- Replies: 2
- Views: 333
Re: Calling Teleport_EndGame from a script.
How are you calling the script? Is the player the activator? If not, maybe Teleport_EndGame won’t work in that case. I’m not 100% sure.
Andarch
The DANDY Company
Andarch
The DANDY Company
- Sat Aug 03, 2024 2:59 am
- Forum: Scripting
- Topic: [ACS] Change Ceiling light only?
- Replies: 6
- Views: 697
Re: [ACS] Change Ceiling light only?
@Ravick, actually SPZ1’s suggestions were good. Transfer_CeilingLight happens in realtime, not just once. So you can change the sector brightness of the control sector via an action/script to change the ceiling brightness of the desired sector. And you can change the brightness under a 3D floor the s ...
- Mon Jul 15, 2024 4:11 am
- Forum: Scripting
- Topic: No GetPlayerProperty? How to check if the player is frozen?
- Replies: 3
- Views: 315
Re: No GetPlayerProperty? How to check if the player is frozen?
I think OP is referring to PROP_FROZEN from SetPlayerProperty, not anything to do with FreezeDeath.
GrayFace, you might need to track whether the player is frozen via a global variable instead.
Andarch
The DANDY Company
GrayFace, you might need to track whether the player is frozen via a global variable instead.
Andarch
The DANDY Company
- Tue Jun 25, 2024 12:26 pm
- Forum: Scripting
- Topic: Checking if Actor is dormant returns weird values
- Replies: 2
- Views: 229
Re: Checking if Actor is dormant returns weird values
I just tested this and have the same issue. However, if I change things 38 and 39 to monsters, it works correctly, which leads me to believe these functions don't work correctly with ambient sound things. Instead of checking the actor properties, you could add a global variable to keep track of ...
- Wed Jun 19, 2024 11:31 pm
- Forum: Technical Issues
- Topic: Had to uninstall Steam to run 4.12.2
- Replies: 2
- Views: 561
Re: Had to uninstall Steam to run 4.12.2
Ah thank you!
- Wed Jun 19, 2024 10:03 pm
- Forum: Technical Issues
- Topic: Had to uninstall Steam to run 4.12.2
- Replies: 2
- Views: 561
Had to uninstall Steam to run 4.12.2
Hi, I just updated to 4.12.2 from 4.11.3, and I was unable to start GZDoom. It kept having an error referencing Steam, even though I'm not using Steam for anything Doom-related. Haven't touched Steam in years. Anyway, I uninstalled Steam, and now GZDoom works. Just wanted to pass the info along ...
- Tue Jun 18, 2024 9:49 am
- Forum: Scripting
- Topic: Adding a custom switch texture
- Replies: 3
- Views: 281
Re: Adding a custom switch texture
You’re welcome!
Andarch
The DANDY Company
Andarch
The DANDY Company
- Tue Jun 18, 2024 2:14 am
- Forum: Scripting
- Topic: Adding a custom switch texture
- Replies: 3
- Views: 281
Re: Adding a custom switch texture
Could it be because SWoffBark is more than 8 characters? I think texture names can’t have more than 8 unless you put the full path to the image in quotes.
Andarch
The DANDY Company
Andarch
The DANDY Company
- Sat Jun 01, 2024 9:06 pm
- Forum: Levels
- Topic: Doom Returns - FULL VERSION RELEASED [GZDoom megawad]
- Replies: 7
- Views: 4323
Re: Doom Returns - FULL VERSION RELEASED [GZDoom megawad]
Hi everyone, It’s been 3 months since the full release of Doom Returns, and we’ve had about 500 downloads so far, but we haven’t really received any comments except for a couple compatibility-related questions on Doomworld. Has anyone played through all 36 levels? Or at least some of them? We’d love ...
- Sat May 11, 2024 10:56 pm
- Forum: Tutorials
- Topic: Zscript Tutorial Videos Series with Examples
- Replies: 2
- Views: 2112
Re: Zscript Tutorial Videos Series with Examples
Great series. Keep it up!
- Thu Mar 07, 2024 12:07 pm
- Forum: Levels
- Topic: Doom Returns - FULL VERSION RELEASED [GZDoom megawad]
- Replies: 7
- Views: 4323
Re: Doom Returns - FULL VERSION RELEASED [GZDoom megawad]
I have added the below text to the release post: Important notes Doom Returns is not intended to be played with any additional mods loaded. While some mods might technically be compatible, loading additional mods might break the game and/or make some levels unbeatable due to custom scripting/events ...
- Tue Mar 05, 2024 12:27 am
- Forum: Levels
- Topic: Doom Returns - FULL VERSION RELEASED [GZDoom megawad]
- Replies: 7
- Views: 4323
Re: Doom Returns - FULL VERSION RELEASED [GZDoom megawad]
Hi everyone,
We just streamed the first two levels of the newly released Episode 3 in co-op mode on Twitch! Check out the recording here: https://youtu.be/t8MZ3W6H2K4
Andarch
The DANDY Company
We just streamed the first two levels of the newly released Episode 3 in co-op mode on Twitch! Check out the recording here: https://youtu.be/t8MZ3W6H2K4
Andarch
The DANDY Company
- Sun Mar 03, 2024 11:40 pm
- Forum: Levels
- Topic: Doom Returns - FULL VERSION RELEASED [GZDoom megawad]
- Replies: 7
- Views: 4323
- Fri Mar 01, 2024 11:12 am
- Forum: Levels
- Topic: Doom Returns - FULL VERSION RELEASED [GZDoom megawad]
- Replies: 7
- Views: 4323
Doom Returns - FULL VERSION RELEASED [GZDoom megawad]
Hi everyone, The full version of Doom Returns is now available! This release (v3.0) is the debut of Episode 3: Descent into Darkness, and it's also the official full and final release of Doom Returns containing all three episodes and a total of 36 maps (each episode contains 10 main maps and 2 ...