Search found 67 matches
- Wed Sep 10, 2025 12:25 am
- Forum: Scripting
- Topic: Theres a way to made projectiles slowdown enemies on impact?
- Replies: 1
- Views: 134
Re: Theres a way to made projectiles slowdown enemies on impact?
Yes, you can, you just to define a new speed powerup that can affect monsters speed and use that. I made this simple powerup that can affects both monsters and players: Class PowerGlobalSpeed : Powerup { override double GetSpeedFactor() { return Speed; } override void InitEffect() { Super.InitEffect ...
- Thu Sep 04, 2025 5:28 am
- Forum: Scripting
- Topic: [ZSCRIPT] Remove Actors Dynamic Lights set in GLDEFS
- Replies: 0
- Views: 93
[ZSCRIPT] Remove Actors Dynamic Lights set in GLDEFS
Hello all Like the title says, I'd like to know if there's a way to remove the dynamic lights defined in GLDEFS attached to any actor in a map. We're talking about lights not attached through the A_AttachLightDef() function, but directly set on the actors frames in GLDEFS. Navigating through the ...
- Mon Jul 21, 2025 7:17 am
- Forum: Scripting
- Topic: [ZSCRIPT] OnEngineInitialize() Not "Working" in UDB
- Replies: 4
- Views: 117
Re: [ZSCRIPT] OnEngineInitialize() Not "Working" in UDB
I only tried a minimal example of OnEngineInitialize() containing a printf, and that works fine: I don't know what could be causing this. All UDB should be doing is run gzdoom.exe with -iwad, -file, -warp, and -skill arguments set. Just to test it out, I just tried the same thing you did here and ...
- Sat Jul 19, 2025 8:40 am
- Forum: Scripting
- Topic: [ZSCRIPT] OnEngineInitialize() Not "Working" in UDB
- Replies: 4
- Views: 117
Re: [ZSCRIPT] OnEngineInitialize() Not "Working" in UDB
It works fine for me. Do you have the project folder/PK3 added as a resource in the map options in UDB? Yeah, everything works but those arrays in UDB D: To better illustrate the process: This is (part) of my Event code: class ArraysHandler : StaticEventHandler { [...] Array<name> dmgs ...
- Fri Jul 18, 2025 6:52 am
- Forum: Scripting
- Topic: [ZSCRIPT] OnEngineInitialize() Not "Working" in UDB
- Replies: 4
- Views: 117
[ZSCRIPT] OnEngineInitialize() Not "Working" in UDB
Hello. I have this issue with OnEngineInitialize() and Ultimate Doom Builder. Basically: I set a couple of global arrays inside OnEngineInitialize(), since I just need to load them once and that's it, arrays that help me handle several stuff in specific classes etc.. If I run the game through Slade3 ...
- Fri May 30, 2025 3:23 pm
- Forum: Scripting
- Topic: [ZSCRIPT] Get Pointer From Class (function argument)
- Replies: 0
- Views: 63
[ZSCRIPT] Get Pointer From Class (function argument)
I have a perhaps convoluted question: Is there a way to retrieve a pointer from a class<> which is an argument of a custom function? What I mean is: action state A_LoadBow(class<Weapon> secondary = 'Bow') I would like to retrieve a pointer to this 'secondary' argument, but I cannot find a working ...
- Thu May 29, 2025 11:15 am
- Forum: Scripting
- Topic: [SOLVED][ACS] Odd "BUG" String Array in Hexen
- Replies: 4
- Views: 89
Re: [ACS] Odd "BUG" String Array in Hexen
I see, thank you very much!phantombeta wrote: ↑Thu May 29, 2025 10:42 am If you don't mark it as a library, it uses the level's string table instead for some reason, which will have other stuff already in it. This doesn't break in Doom because Doom didn't have ACS, only Hexen did.
- Thu May 29, 2025 10:25 am
- Forum: Scripting
- Topic: [SOLVED][ACS] Odd "BUG" String Array in Hexen
- Replies: 4
- Views: 89
Re: [ACS] Odd "BUG" String Array in Hexen
and it worked! Thank you a lot!phantombeta wrote: ↑Wed May 28, 2025 5:19 pm Is this in a mod? If so, make sure your ACS file is correctly set up as a library, otherwise, issues like these can happen with strings.
Although, may I ask you why does this happen only in Hexen and not in Doom (or why does this happen at all)?
- Wed May 28, 2025 3:24 pm
- Forum: Scripting
- Topic: [SOLVED][ACS] Odd "BUG" String Array in Hexen
- Replies: 4
- Views: 89
[SOLVED][ACS] Odd "BUG" String Array in Hexen
Hello I'm having a very odd "bug" in Hexen with this pretty simple script in ACS script "Slows_Remove" (void) { //Removes the slow-down factor from the player in about 1.2 seconds str slows[5] = { "BowSlow1", "BowSlow2", "BowSlow3", "BowSlow4", "BowSlow5" }; Log(s:slows[0]); for(int bs = 0; bs <= 4 ...
- Sun Jan 26, 2025 6:07 am
- Forum: Scripting
- Topic: [ZSCRIPT] Change Player View Height
- Replies: 0
- Views: 125
[ZSCRIPT] Change Player View Height
Hi I'm trying to change the player view height for a dodge/roll function. Everything's fine, I just directly change the view height through the player property like this: activator.Player.ViewHeight *= 0.5; the dodging sequence requires the player's view height to stay "low" for a defined amount of ...
- Thu Jan 02, 2025 1:26 pm
- Forum: Scripting
- Topic: [ZSCRIPT]Damage on Custom Armor Set Help
- Replies: 0
- Views: 2828
[ZSCRIPT]Damage on Custom Armor Set Help
Hello guys, I have a custom armor set replacing the standard armor. Every piece has its "save percent", "save amount" etc. and it (seems to) works just fine absorbing the damage and getting damaged, but I noticed one annoying thing: When the damage is too low, the only armor piece that will absorbed ...
- Fri Nov 08, 2024 4:05 pm
- Forum: Scripting
- Topic: [SOLVED][ZSCRIPT]Parabolic Trajectory for Projectiles Function Help
- Replies: 1
- Views: 234
Re: [SOLVED][ZSCRIPT]Parabolic Trajectory for Projectiles Function Help
I've been able to solve the dilemma by making a better use of the maximum shooting pitch and using both the results I get from the pitch equation. I'm leaving the complete function here: action void A_SpawnParabolicProj(class<actor> missiletype, double spawnheight, double spawnofs_xy = 0, double ...
- Sun Oct 20, 2024 9:56 am
- Forum: Scripting
- Topic: [SOLVED][ZSCRIPT]Parabolic Trajectory for Projectiles Function Help
- Replies: 1
- Views: 234
[SOLVED][ZSCRIPT]Parabolic Trajectory for Projectiles Function Help
Hi guys. I was trying to play around with projectile motion to make a 100% accurate projectile that follows a parabolic trajectory (basically like fireballs in doom 3), changing its pitch and velocity depending on the target's distance. I came up with this function here, that is working wonderfully ...
- Wed Aug 07, 2024 2:23 am
- Forum: Scripting
- Topic: How to Have a BLOOM/GLOW Effect on Actor (Shaders)?
- Replies: 2
- Views: 354
Re: How to Have a BLOOM/GLOW Effect on Actor (Shaders)?
Unfortunately, brightmaps have no use in this scenario, they only light up specific parts of a sprite, while I need an actual “light aura emitted” by that sprite.
- Tue Aug 06, 2024 4:59 am
- Forum: Scripting
- Topic: How to Have a BLOOM/GLOW Effect on Actor (Shaders)?
- Replies: 2
- Views: 354
How to Have a BLOOM/GLOW Effect on Actor (Shaders)?
Hello guys While trying to get my Sun, in a day-night cycle, right I stumbled upon a few issues, with one of these being: how can I make my Sun actor not to look like a simple slapped png, but to look like a proper (fake) light source? I just discovered the existence of shaders and, by the look of ...