Search found 17 matches
- Mon Jun 23, 2025 2:27 am
- Forum: Scripting
- Topic: Enemies that resurect over time?
- Replies: 1
- Views: 47
Re: Enemies that resurect over time?
Yes, it's possible. You can call A_Raiseself() to have a monster resurrect itself. If you want the monster to slowly revive, you could try making some custom states, or giving it a for loop to delay the revival.
- Tue Jun 17, 2025 6:16 am
- Forum: Scripting
- Topic: ProjectileKickback?
- Replies: 10
- Views: 1004
Re: ProjectileKickback?
I was wondering, is there a way to reverse projectile kickback, and make the hit monsters be knocked towards the player?
- Fri Oct 11, 2024 6:59 am
- Forum: Requests
- Topic: Resource Request thread *Read 1st post*
- Replies: 5967
- Views: 660291
Re: Resource Request thread *Read 1st post*
I'm working on a monster randomizer and thought it would be cool to have some sort of fly/mosquito as a low tier flying enemy, and I want to know if there are sprites for such a monster. Rather than the sprites depicting a swarm, I'd have them show a single insect in more detail. A wasp works as ...
- Sat Aug 10, 2024 7:25 am
- Forum: Off-Topic
- Topic: Obligatory Legacy of Rust/ Nightdive Doom Port thread
- Replies: 206
- Views: 27622
Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread
I've noticed some of the new content does not work, or is in DECOHACKED and DEHACKED format. I wish someone would port the new stuff fully into Gzdoom, so that you can have all the new content and still enjoy your plasma weapons. After one day of waiting I got bored of it, and started a port to ...
- Fri Jun 14, 2024 9:12 am
- Forum: Scripting
- Topic: collision fails after entering custom player state, despite having nothing mentioning said collision
- Replies: 2
- Views: 242
Re: collision fails after entering custom player state, despite having nothing mentioning said collision
:-| I've managed to fix it. It's my fault for not looking at it more, and feeling discouraged to work on this for a while due to me not figuring it out. Today when I check, there was an obvious A_NoBlocking() somewhere in a previous playerstate :) , that then sent me into this one. And I was was ...
- Wed Apr 24, 2024 5:33 am
- Forum: Scripting
- Topic: collision fails after entering custom player state, despite having nothing mentioning said collision
- Replies: 2
- Views: 242
collision fails after entering custom player state, despite having nothing mentioning said collision
I was debugging a mod I am working on, and I have the player enter a custom state through a short pain state and then it goes into a "sports state". This locks player movement and shows the player from third person performing squats, while also making it frightening for monsters, and making him ...
- Fri Mar 22, 2024 6:56 am
- Forum: Scripting
- Topic: Requesting help with a custom event handler check for a sound being played
- Replies: 4
- Views: 254
Re: Requesting help with a custom event handler check for a sound being played
Thank you, works fine now! I was suspecting the S_ function for not having the sound played by the actor.
- Wed Mar 20, 2024 9:27 am
- Forum: Scripting
- Topic: Requesting help with a custom event handler check for a sound being played
- Replies: 4
- Views: 254
Re: Requesting help with a custom event handler check for a sound being played
I copied over the new condition in the if, and it still does not prevent the sound from overriding, even though the code is there and the event takes place when pressing the key. version "4.11.1" class Sportstan_eventhandler : EventHandler { override void NetworkProcess(ConsoleEvent e) { if (players ...
- Mon Mar 18, 2024 3:10 pm
- Forum: Scripting
- Topic: Requesting help with a custom event handler check for a sound being played
- Replies: 4
- Views: 254
Requesting help with a custom event handler check for a sound being played
So I've spent my last afternoon making a simple taunt event handler for a custom class for a mod. The sound plays and it works as usual, but the problem is that you can spam the key and the noise overlaps. Naturally, I've looked for a way to fix this and come up with the plan to find a function that ...
- Sat Oct 14, 2023 12:26 pm
- Forum: Scripting
- Topic: Need help with forcing the player perspective to third person upon entering a custom state
- Replies: 1
- Views: 683
Need help with forcing the player perspective to third person upon entering a custom state
So I've managed to implement this sports system for my mod, and whenever the player gets damaged by "sports", his controls freeze and he starts executing physical exercises. When he is done, he exits the custom player state. The only problem I have is that when the player state is called, the camera ...
- Mon Oct 09, 2023 2:41 pm
- Forum: Requests
- Topic: Resource Request thread *Read 1st post*
- Replies: 5967
- Views: 660291
Re: Resource Request thread *Read 1st post*
Does any one have a spritesheet of a regular man/zombie that is fatter than a shotgunner, but has no weapons in his hand? Not as fat as a mancubus, just a bit overweight. Preferably in a suit, not armor, and not muscular like a chaingunner. I have seen a sprite of something that fits this vague ...
- Wed Oct 04, 2023 9:52 am
- Forum: Scripting
- Topic: Need help with Zscript custom monster
- Replies: 3
- Views: 460
Re: Need help with Zscript custom monster
Thank you for the support, but I have a question though. Is there a way to define a custom raise sound, instead of the default gibbing one, or is it a hardcoded value from the raise function?
- Wed Oct 04, 2023 6:50 am
- Forum: Scripting
- Topic: Need help with Zscript custom monster
- Replies: 3
- Views: 460
Need help with Zscript custom monster
I was messing around with Zscript the other day, and I tried something new for a mod I am working on. I need this enemy to change state after the death animation, and then do a number of pushups before it goes to the raise state. The sprites and sounds and all that are done, with more being planned ...
- Fri Aug 25, 2023 2:30 pm
- Forum: Requests
- Topic: Resource Request thread *Read 1st post*
- Replies: 5967
- Views: 660291
Re: Resource Request thread *Read 1st post*
Thank you a lot for finding it!
- Thu Aug 10, 2023 2:22 pm
- Forum: Requests
- Topic: Resource Request thread *Read 1st post*
- Replies: 5967
- Views: 660291
Re: Resource Request thread Non-Cyber mancubus edit
I remember seeing a fully coded mancubus with big arms(as if it was before receiving cybernetics) on youtube a long time ago. It was a video about a doom mod that replaces all the cybernetic demons with techless variants. I searched for hours for the mod in the video, but I can't seem to find the ...