it wasn't much help with acs either lol. thanks again!Jarewill wrote: Tue Aug 25, 2026 3:18 am the wiki is indeed quite hard to find ZScript information on.
Search found 28 matches
- Tue Aug 25, 2026 3:37 am
- Forum: Scripting
- Topic: [ACS/Zscript] resetting cvars to default on new game? [SOLVED]
- Replies: 4
- Views: 38
Re: [ACS/Zscript] resetting cvars to default on new game?
- Mon Aug 24, 2026 9:03 pm
- Forum: Scripting
- Topic: [ACS/Zscript] resetting cvars to default on new game? [SOLVED]
- Replies: 4
- Views: 38
Re: [ACS/Zscript] resetting cvars to default on new game?
huuuuh. yeah, I didn't know about any of this. I'm very beginner-level self-taught zscript and the wiki doesn't really explain how to do this kind of thing at all. I couldn't find any resources for checking player inventory without using acs, so this is a massive help, thank you
- Mon Aug 24, 2026 3:52 am
- Forum: Gameplay Mods
- Topic: DOOM mod compatibility layer for Chex Quest 3 [RELEASED]
- Replies: 9
- Views: 1025
Re: DOOM mod compatibility layer for Chex Quest 3 [RELEASED]
id24 weapon support has been added to this mod's playerclass in the github tree. no new release pk3 yet, but the github files are just the uncompiled pk3 contents, so anyone with a pk3 editor can use this change right now if they want
unfortunately the next full release still seems a ways off (I ...
unfortunately the next full release still seems a ways off (I ...
- Mon Aug 24, 2026 2:58 am
- Forum: Scripting
- Topic: [ACS/Zscript] resetting cvars to default on new game? [SOLVED]
- Replies: 4
- Views: 38
[ACS/Zscript] resetting cvars to default on new game? [SOLVED]
hello hello, looking for advice. I'd like to reset a few cvars I have set up when a new game is started. specifically, and this is the part I'm having trouble with, I'd like to to so before the replaceevents I have set up check against them.
to explain in more detail: I have a set of items I'm ...
to explain in more detail: I have a set of items I'm ...
- Sun Aug 23, 2026 6:34 pm
- Forum: Gameplay Mods
- Topic: [minimod][v0.8.0] Gearbox - weapon/inventory handling
- Replies: 263
- Views: 136648
Re: [minimod][v0.8.0] Gearbox - weapon/inventory handling
it seems to be reversing the order of every shared weapon slot by default The odd thing I thought I fixed it in v0.8.0. Turns out I broke it. Now, I repurposed (expanded) Reverse Cycling Order option (Options -> Gearbox -> Behavior options -> Reverse cycling order inside slots) so it flips this ...
- Thu Aug 20, 2026 4:43 am
- Forum: Gameplay Mods
- Topic: [minimod][v0.8.0] Gearbox - weapon/inventory handling
- Replies: 263
- Views: 136648
Re: [minimod][v0.8.0] Gearbox - weapon/inventory handling
trying out this mod for the first time today. it seems to be reversing the order of every shared weapon slot by default (e.g. instead of weapon select going fist > chainsaw > pistol > shotgun > super shotgun, it goes chainsaw > fist > pistol > super shotgun > shotgun, or in my personal mod setup ...
- Tue Aug 18, 2026 1:03 am
- Forum: Gameplay Mods
- Topic: Universal Visor Mk III - A Helmet/Visor Mod (v1.2)
- Replies: 1
- Views: 314
Re: Universal Visor Mk III - A Helmet/Visor Mod (v1.2)
this is a very fun visor! I appreciate the inclusion of metroid themed options. now I just have to find a hud to use this with...
- Sat Aug 15, 2026 12:10 am
- Forum: Gameplay Mods
- Topic: DOOM mod compatibility layer for Chex Quest 3 [RELEASED]
- Replies: 9
- Views: 1025
Re: DOOM mod compatibility layer for Chex Quest 3 [RELEASED]
The only thing I'm kinda wondering now is will it eventually be like Samsara with anyone besides chex warrior? where they actually go splat instead of the whole 'returned to their home dimension' thing?
I'm honestly not sure what you're asking here. this mod is a platform that seeks to make ...
- Sat Aug 15, 2026 12:06 am
- Forum: Gameplay Mods
- Topic: Spook Lass' Enemies! [Released]
- Replies: 3
- Views: 1162
Re: Spook Lass' Enemies! [Released]
I see, thank you for shouting out my work! I may link back to your mod on my own page as well, seeing as you've effectively organized all the chex quest enemies over the doom enemies, something I haven't seen done before and notably the half of things missing from my project. you've done good work ...
- Thu Aug 06, 2026 9:15 pm
- Forum: Gameplay Mods
- Topic: DOOM mod compatibility layer for Chex Quest 3 [RELEASED]
- Replies: 9
- Views: 1025
Re: DOOM mod compatibility layer for Chex Quest 3 [RELEASED]
thank you so much for using my mod! chex quest 3's insistence on using different internal names for things than doom, and especially implementing certain items via decorate, make it a pain to work with for modders and a lackluster experience for players who want to use mods. this project is intended ...
- Thu Aug 06, 2026 8:54 pm
- Forum: Gameplay Mods
- Topic: Spook Lass' Enemies! [Released]
- Replies: 3
- Views: 1162
Re: Spook Lass' Enemies! [Released]
as honored as I am to have my mod be of use to someone, and as cool as it is to see someone actually map the chex quest enemies to doom properly, after some brief gameplay testing and browsing through your mod in slade I'm rather confused on where or how your mod is using mine? everything I tried ...
- Sun May 10, 2026 8:11 am
- Forum: Graphic/Audio Patches
- Topic: [v1.4.0] Helmeter - Dynamic, reactive visor HUD
- Replies: 28
- Views: 14096
Re: [v1.4.0] Helmeter - Dynamic, reactive visor HUD
hi, is there a way to enable some sort of all-ammo-types display, akin to the vanilla status bar's four total ammo counters off to the side? that's a feature I'd quite like to see
- Sun May 10, 2026 3:36 am
- Forum: Gameplay Mods
- Topic: The Monstrous Weapons [NEO] mod
- Replies: 37
- Views: 16857
Re: The Monstrous Weapons mod
Sorry for leaving y'all (does anyone still care for this anymore?) hanging for literally 3 years, but I finally got around to uploading the new version I was working on (Monstrous Weapons NEO).
It's a full rewrite of the mod. Existing saves are obviously broken.
MW_Neo_1.0.pk3 is the base mod ...
- Sat May 09, 2026 5:28 pm
- Forum: Scripting
- Topic: Help me restore the regular HUD for this weapon?
- Replies: 6
- Views: 169
Re: Help me restore the regular HUD for this weapon?
wouldn't this post be a better fit in the editing help>scripting or editing help>assets categories rather than the projects>gameplay mods category? the projects section on the welcome page even says "[these forums] are not for questions or troubleshooting! [...] if you have questions please feel ...
- Tue May 05, 2026 11:01 pm
- Forum: Gameplay Mods
- Topic: DOOM mod compatibility layer for Chex Quest 3 [RELEASED]
- Replies: 9
- Views: 1025
Re: DOOM mod compatibility layer for Chex Quest 3 [RELEASED]
RELEASE V1 IS FINALLY OUT! chex quest keys do not work properly yet - I know how to get that working, but I do not have time to focus on this project right now. decided it was better to release it at 99% complete than let it rot forever