Search found 36 matches

by JUSSOMONE
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 ...
by JUSSOMONE
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 ...
by JUSSOMONE
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 :thumb:
by JUSSOMONE
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 ...
by JUSSOMONE
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 ...
by JUSSOMONE
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 :oops:
by JUSSOMONE
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 ...
by JUSSOMONE
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 ...
by JUSSOMONE
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!
by JUSSOMONE
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 ...
by JUSSOMONE
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 ...
by JUSSOMONE
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 ...
by JUSSOMONE
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 ...
by JUSSOMONE
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 ...
by JUSSOMONE
Fri Jan 26, 2024 9:29 am
Forum: Scripting
Topic: [Zscript] Actor reacts to player friendly fire
Replies: 7
Views: 964

Re: [Zscript] Actor reacts to player friendly fire

Jarewill wrote: Thu Jan 25, 2024 2:15 pm You still don't check if the source actor exists, so I'm afraid it will still cause a VM abort in the same situation it triggered it the first time.
hmmm...didn't think about that, okay, thanks for the answer.

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