Search found 36 matches
- Sun Jun 29, 2025 2:49 pm
- Forum: Scripting
- Topic: Change initial actor movement random direction
- Replies: 0
- Views: 51
Change initial actor movement random direction
Greetings everyone, I've noted a thing from the engine that has been bugging me...when you summon monsters from the console command they seem to always face and move to one specific direction (until purposely changing it), most of the time to the right from the automap perspective. So... The problem ...
- Tue Feb 25, 2025 11:21 am
- Forum: Scripting
- Topic: Change initial actor movement direction
- Replies: 0
- Views: 1362
Change initial actor movement direction
Greetings everyone, I've noted a thing from the engine that has been bugging me...when you summon monsters from the console command they seem to always face and move to one specific direction (until purposely changing it) , most of the time to the right from the automap perspective. So... The ...
- Fri Nov 29, 2024 8:07 am
- Forum: Scripting
- Topic: [Zscript] "friendly" monsters target other monster species
- Replies: 1
- Views: 291
Re: [Zscript] "friendly" monsters target other monster species
Managed to do it, I had to rewrite some functions regarding it...anyway, if you want to know anything else about this, just PM me, thanks even for those who just viewed it 

- Mon Nov 25, 2024 10:37 am
- Forum: Scripting
- Topic: [Zscript] "friendly" monsters target other monster species
- Replies: 1
- Views: 291
[Zscript] "friendly" monsters target other monster species
So, I've tried making a "friendly" monster be targeted by other monsters from other species to simulate an Ally team for the player, first I did with CheckProximity but the problem is that it doesn't verify species, he "looks" all around and finally, I don't know if there is another way of setting ...
- Sun Nov 03, 2024 8:16 am
- Forum: Scripting
- Topic: [Zscript] Weird crash with +FRIENDLY flag regarding custom A_ChaseFunction
- Replies: 3
- Views: 226
Re: [Zscript] Weird crash with +FRIENDLY flag regarding custom A_ChaseFunction
I did as you asked and it stopped crashing, although the actor frozes in place, and the only solution was to make him deaf Void A_ExtChase() { if(target != null) //In case it's the player... { if(target.health <= 0) //Otherwise the game will crash..since he still targets dead enemies { A ...
- Sun Nov 03, 2024 7:48 am
- Forum: Scripting
- Topic: [Zscript] Monster Armor regeneration
- Replies: 2
- Views: 389
Re: [Zscript] Monster Armor regeneration
Hey, I Just wanted to say thanks, I managed to do it, and sorry for the late reply, college obligations called for it 

- Sat Nov 02, 2024 8:04 pm
- Forum: Scripting
- Topic: [Zscript] Weird crash with +FRIENDLY flag regarding custom A_ChaseFunction
- Replies: 3
- Views: 226
[Zscript] Weird crash with +FRIENDLY flag regarding custom A_ChaseFunction
Greetings, I've been trying all day with no avail in regarding friendly monsters custom movement functions...for some weird reason, when the player fires with any weapon and makes a sound with it, the game simply crashes. If you want to know why I am doing this, it's simply because enemies and ...
- Mon Sep 16, 2024 3:47 pm
- Forum: Scripting
- Topic: [Zscript] Monster Armor regeneration
- Replies: 2
- Views: 389
[Zscript] Monster Armor regeneration
As the title implies, I've been trying with no avail to create an Armor that have regenerative purposes, think of it like a force field...I think it have something to do with the BasicArmorPickup that it will only accept another one of the same type and it dosen't work adding a BasicArmorbonus to ...
- Sun Aug 04, 2024 9:42 am
- Forum: Mapping
- Topic: Can't replace doom keys with new ones
- Replies: 2
- Views: 2011
Re: Can't replace doom keys with new ones
Alright, Thanks for the answer!
- Sat Aug 03, 2024 7:46 am
- Forum: Mapping
- Topic: Can't replace doom keys with new ones
- Replies: 2
- Views: 2011
Can't replace doom keys with new ones
As the title says, i've searched in the forums for a similar case but to no avail, I even tried looking at other mods like Nazis! by Wild Weasel to see how it was done, and I did exactly like his mod but for some reason it won't work... Here are the codes: The Lockdefs //Clearlocks Lock 1 Doom ...
- Sun Jan 28, 2024 6:06 pm
- Forum: Gameplay Mods
- Topic: Marathon Forever V0.75
- Replies: 9
- Views: 4510
Re: Marathon Forever V0.7
Cool to see a modern taking for Marathon here now. Playing it with a map set I have yet to really play up until this point to try it out. Although right off the bat, the mod sure loves to have Bobs around in maps. Fragile as they sort of are, there sure can be aplenty in a map at times. Well...It ...
- Sun Jan 28, 2024 12:35 pm
- Forum: Scripting
- Topic: [Zscript] Bullet Casing ignores player pitch and movement
- Replies: 3
- Views: 1107
Re: [Zscript] Bullet Casing ignores player pitch and movement
As you can see the Spawnheight and flags have swapped places, so in effect, nothing will happen. I am terribly careless, how did I not notice this all this time? :shock: Anyway. This works perfectly, thanks! Good Afternoon, glad it worked. Don't blame yourself for the mistake, it happens all the ...
- Fri Jan 26, 2024 1:06 pm
- Forum: Scripting
- Topic: [Zscript] Manual reload for akimbo pistols
- Replies: 0
- Views: 569
[Zscript] Manual reload for akimbo pistols
Good afternoon, firstly, sorry to bother you people so much with my questions but programming is not something I have a talent for and time to study, so I apologize if I being annoying these days. Now for the problem: I've been having headaches with this "little" thing about my mod, the manual ...
- Fri Jan 26, 2024 10:19 am
- Forum: Scripting
- Topic: [Zscript] Bullet Casing ignores player pitch and movement
- Replies: 3
- Views: 1107
Re: [Zscript] Bullet Casing ignores player pitch and movement
Good afternoon, recently I've just launched my marathon mod and if I not mistaken, it has a similar but a more functional code regarding what you wish for, but let me help you: 1º The bullets "lag" is due to the -6 making the casing spawn at the left side of the weapon under the sprite 2º You seem t ...
- Fri Jan 26, 2024 9:29 am
- Forum: Scripting
- Topic: [Zscript] Actor reacts to player friendly fire
- Replies: 7
- Views: 964