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by DeadHeartProductions
Sat Sep 28, 2024 9:47 am
Forum: Scripting
Topic: [ZScript] EventHandler/AttachToOwner question (Solved)
Replies: 2
Views: 431

Re: [ZScript] EventHandler/AttachToOwner question

THANK YOU!

Basically, I was doing this completely wrong... oh, well, live and learn.
by DeadHeartProductions
Fri Sep 27, 2024 4:24 pm
Forum: Scripting
Topic: [ZScript] EventHandler/AttachToOwner question (Solved)
Replies: 2
Views: 431

[ZScript] EventHandler/AttachToOwner question (Solved)

Greetings all. Thanks again to everyone that stops by to offer assistance. I'm having an issue with a ZScript EventHandler, and.. I'm actually pretty sure I'm coding this wrong, but I can't figure out where I'm going wrong. I'm trying to, with a button press, give a Player an item named FireToken ...
by DeadHeartProductions
Sat Sep 21, 2024 12:30 am
Forum: Scripting
Topic: [ZScript] Special Ammo (SOLVED!)
Replies: 14
Views: 649

Re: [ZScript] Special Ammo

I was thinking about what I'd said in my response, and managed to work out something that works as intended, using some of the code you showed me before. class LooseSGSHOTBase : Inventory { Default { Inventory.Amount 1; Inventory.PickupSound "pickup/ammogeneral"; Inventory.PickupMessage "12 Gauge ...
by DeadHeartProductions
Sat Sep 21, 2024 12:20 am
Forum: Scripting
Topic: [ZScript] Special Ammo (SOLVED!)
Replies: 14
Views: 649

Re: [ZScript] Special Ammo

The code does function as written. However, now, when I pick up Shot shells, it gives me Slug shells when "SGType1SL" is in inventory/equipped. Is there some way to simply ignore checking ammo type at all? And grant ONLY the "Shot00BK" ONLY IF one of the weapons is in inventory? The Player will only ...
by DeadHeartProductions
Fri Sep 20, 2024 11:39 am
Forum: Scripting
Topic: [ZScript] Special Ammo (SOLVED!)
Replies: 14
Views: 649

Re: [ZScript] Special Ammo

This works, BUT.. if I have slug shells equipped (SGType1SL/SGtype2SL), it won't let me pick up shotshells. And I don't know how to convert, say, this code bit: else if (weap.Ammo2 is ammocls) { aa = weap.Ammo2; } To something like: else if (weap.Ammo1 is (Some Identifier for Slug Shells)) { aa ...
by DeadHeartProductions
Fri Sep 20, 2024 7:47 am
Forum: Scripting
Topic: [ZScript] Special Ammo (SOLVED!)
Replies: 14
Views: 649

Re: [ZScript] Special Ammo

Still getting the error "Unknown Class Name" on boot. Specifically: Script error, "Project_PreA_0.3.5.2.pk3:zscript/bullet.zs" line 303: Unknown class name 'SGType1SL' of type 'GWeaponDM' Script error, "Project_PreA_0.3.5.2.pk3:zscript/bullet.zs" line 303: Unknown class name 'SGType100' of type ...
by DeadHeartProductions
Fri Sep 20, 2024 7:22 am
Forum: Scripting
Topic: [ZScript] Special Ammo (SOLVED!)
Replies: 14
Views: 649

Re: [ZScript] Special Ammo

This is the base code for the class "GWeaponDM" class GWeaponDM : Weapon //DM - Detachable Magazine { action void DropReserveAmmo (class<Inventory> AmmoReserve, class<Inventory> ReserveToDrop) // Call this function when you want to drop all ammo, the parameter is the type of ammo to drop. // Not ...
by DeadHeartProductions
Fri Sep 20, 2024 6:51 am
Forum: Scripting
Topic: [ZScript] Special Ammo (SOLVED!)
Replies: 14
Views: 649

Re: [ZScript] Special Ammo

This line: static const class<Weapon> aWeapons[] = { 'SGType100', 'SGType1SL', 'SGType2SL', 'SGType200' }; // <--- Weapons go here... It causes a crash, (I think) since my Weapons are not defined as conventional "Weapons" but a custom class called "GWeaponDM." Changing this to "Inventory" or even ...
by DeadHeartProductions
Fri Sep 20, 2024 5:11 am
Forum: Scripting
Topic: [ZScript] Special Ammo (SOLVED!)
Replies: 14
Views: 649

Re: [ZScript] Special Ammo

Yes. While maintaining the functionality of determining the "aa.Amount += toGive" to make sure it only gives the Player as much ammo as the player can still carry, and no more. Since the Player should only be able to pick up this ammo if they have a compatible weapon, I couldn't figure out how to ...
by DeadHeartProductions
Wed Sep 18, 2024 5:20 pm
Forum: Scripting
Topic: [ZScript] Special Ammo (SOLVED!)
Replies: 14
Views: 649

[ZScript] Special Ammo (SOLVED!)

Greetings, everyone. Thanks to everyone that takes the time to read this and offer their help. I'm.. hitting kind of a wall, here. I have things set up so that "one weapon" (actually all separate ACTORS) can use multiple types of ammo. When I originally got help for an issue involving ammo, this ...
by DeadHeartProductions
Fri Nov 24, 2023 3:11 pm
Forum: Scripting
Topic: Key Press Delay (as in, forcing one)
Replies: 2
Views: 548

Re: Key Press Delay (as in, forcing one)

Jarewill wrote: Fri Nov 24, 2023 10:53 am ..casually solves the problem like it ain't no thang..
Thank you, Jare! You're always a Lifesaver! And a Snickers, too.
by DeadHeartProductions
Fri Nov 24, 2023 10:02 am
Forum: Scripting
Topic: Key Press Delay (as in, forcing one)
Replies: 2
Views: 548

Key Press Delay (as in, forcing one)

Greetings, everyone. I hope everyone is having a stress-free holiday season. Thanks to everyone that stops by to help! I was wondering, if there's a way to force either a momentary delay, or force a re-press of a key, for either the RELOAD or ZOOM functions, in DECORATE, other than having a long ...
by DeadHeartProductions
Sat Nov 18, 2023 4:52 pm
Forum: Off-Topic
Topic: New Member Introductions
Replies: 794
Views: 201397

Re: New Member Introductions

Vanya1_VanynaingRu wrote: Thu Nov 16, 2023 1:21 am Hello a good old russian is here!
How old? Old enough to remember living through the Cold War, maybe? Just curious.
by DeadHeartProductions
Thu Nov 09, 2023 1:21 am
Forum: General
Topic: little help with something
Replies: 3
Views: 838

Re: little help with something

The same process can be used to directly replace the textures, yes.
by DeadHeartProductions
Thu Apr 27, 2023 6:01 pm
Forum: Scripting
Topic: PowerWeaponLevel2/Powered_Up Question
Replies: 2
Views: 272

Re: PowerWeaponLevel2/Powered_Up Question

Sorry for the late reply. I see what you're saying. Thank you, that's perfect.

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