Search found 20 matches

by xtkaythen
Sun Apr 05, 2015 11:07 am
Forum: Editing (Archive)
Topic: MMO style abilites
Replies: 6
Views: 513

Re: MMO style abilites

@Reactor
Thank you for the priceless gold you have brought into my life. I will soon quit other video games and only play Sniper. Also, my mod will not have guns in it. Nor will there be "traditional" attributes. Think more like RTS style "armor" and HP, or TF2 style 'abilites'. Emphasis will be ...
by xtkaythen
Fri Apr 03, 2015 6:14 pm
Forum: Editing (Archive)
Topic: MMO style abilites
Replies: 6
Views: 513

MMO style abilites

Taking a quick survey, for a little mod I'm making

If my mod has mmo style abilites, in that they are per class and are activated by pressing their hotkey, what do you think would be the best way to implement this?

I could Use weapon slots and create instant switch weapons that execute ACS in ...
by xtkaythen
Fri Feb 13, 2015 11:27 pm
Forum: Editing (Archive)
Topic: Recreating Hover Boots from Legend of Zelda: Ocarina of Time
Replies: 14
Views: 1300

Re: Recreating Hover Boots from Legend of Zelda: Ocarina of

And +flyup? This is a strong suggestion you are making and I'll take you up on it. However I'd like to not have to replace the whole keyboard... I wish there were deeper hooks into the game such as being able to falsify player inputs, like a manual demo. Could be good for cutscenes...

In mm8bdm ...
by xtkaythen
Fri Feb 13, 2015 11:23 am
Forum: Editing (Archive)
Topic: Recreating Hover Boots from Legend of Zelda: Ocarina of Time
Replies: 14
Views: 1300

Re: Recreating Hover Boots from Legend of Zelda: Ocarina of

Hey, y'all. Been a month. Did some mental sabbaticals. Sorry for letting your help go unanswered for a while. However -- my issue has not yet been addressed .

My fellowzdoomer hath suggested a way to auto-use the boots, which is lovely. And kind. But I already had a feature planned involving the ...
by xtkaythen
Wed Jan 14, 2015 6:57 pm
Forum: Editing (Archive)
Topic: Changing the alpha of a 3D floor?
Replies: 6
Views: 523

Re: Changing the alpha of a 3D floor?

Would it be possible to use a pair of such model sectors as "beginning" and "end" transition markers? And just internally in memory store the "position" as a value between 255? This way a 3D sector set to "translate" would not be hard linked but a live render?

I am unfamiliar with idtech and make ...
by xtkaythen
Sun Jan 11, 2015 12:13 pm
Forum: Editing (Archive)
Topic: Recreating Hover Boots from Legend of Zelda: Ocarina of Time
Replies: 14
Views: 1300

Re: Recreating Hover Boots from LOZ:OOT

Is this post in the right forum? And is it an okay request\question?
by xtkaythen
Sat Jan 10, 2015 1:37 pm
Forum: Editing (Archive)
Topic: Recreating Hover Boots from Legend of Zelda: Ocarina of Time
Replies: 14
Views: 1300

Recreating Hover Boots from Legend of Zelda: Ocarina of Time

/title aka "I'm trying to recreate the Hover Boots from The Legend Of Zelda: Ocarina of Time"

I'm currently at a place in development where I can temporarily prevent a player from falling, but during those moments the player can spam jump and +flyup to gain height.

I can MAPINFO out jumping (and I ...
by xtkaythen
Mon Aug 12, 2013 11:00 pm
Forum: General
Topic: [Request] Offline Zdoom Wiki w/ Multiple Methods
Replies: 19
Views: 1958

Re: [Request] Offline Zdoom Wiki w/ Offline Search Engine

Kinsie wrote:
RV-007 wrote:Is there a way to download this feature too?
No.
um, LÖVE did it. Why can't we? Is it because of the different wiki webbase? They're totally both MediaWiki so I don't understand.
by xtkaythen
Tue Mar 19, 2013 5:40 pm
Forum: Closed Bugs [GZDoom]
Topic: [r4185]Bug:GetLineUDMFInt dysfunctional? Attached Example.
Replies: 2
Views: 316

Re: [r4185]Bug:GetLineUDMFInt dysfunctional? Attached Exampl

/le-dumb

is there a reason that invalid targets don't produce at least a warning? i imagine logging a "warning: field not found" couldn't hurt foward compatibility
by xtkaythen
Sun Mar 17, 2013 7:59 pm
Forum: Closed Bugs [GZDoom]
Topic: [r4185]Bug:GetLineUDMFInt dysfunctional? Attached Example.
Replies: 2
Views: 316

[r4185]Bug:GetLineUDMFInt dysfunctional? Attached Example.

GetLineUDMFInt don't work. Attached example wad is two sectors, one inside the other. One linedef (not sidedef) of the inner sector has the custom user key (called property in DB2) named "triggertype", an integer, with the value of 15. Said line is tagged 3. This same line, onuse, repeatableaction ...
by xtkaythen
Sun Mar 17, 2013 7:32 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 902590

Re: The "How do I..." Thread

GetLineUDMFInt(2, "triggertype") //linetag, custom user property
keeps returning zero.

In my map, ALL lines tagged 2 have a "triggertype" property written to, well, 5 at the moment, but no matter what I set it to, it returns zero.

watdo?


EDIT: just made a test wad, it doesn't work there ...
by xtkaythen
Sun Mar 17, 2013 4:46 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Get____UDMFStr
Replies: 1
Views: 252

Get____UDMFStr

Why can't ACS fetch strings from map/game enities?

:(

Get____UDMFInt and ...Fixed encourage numbering scripts. If it was possible to fetch STRINGS, we could set up complicated named script interactions off just one linedef trigger.
by xtkaythen
Sat Mar 16, 2013 8:35 am
Forum: Abandoned/Dead Projects
Topic: [Discontinued][Heretic] Mage's Arsenal (beta 10)
Replies: 20
Views: 3774

Re: [WIP][Heretic] Mage's Arsenal (beta 10)

I can map I love Metroid I can ACS I can Decorate I have a design document written for a similar project

Can I work with you or are you gonna make me try to catch up? xD

Is this a necro? This post is only a month old, and I'm confident that this isn't a dead topic, and I'm also contributing ...
by xtkaythen
Sat Mar 16, 2013 8:19 am
Forum: Editing (Archive)
Topic: How Do I Shot Web?
Replies: 6
Views: 539

Re: How Do I Shot Web?

The only problem with CheckWeapon you might run into is if the player happens to switch weapons before the projectile connects. I managed to work around this. From Mage's Arsenal:
// Generic Door script
// Used to make door open from only certain weapons
// For example, if you set arg2 to 3 and ...
by xtkaythen
Thu Mar 14, 2013 11:21 pm
Forum: Off-Topic
Topic: The WIP Thread
Replies: 30882
Views: 2161103

Re: The WIP Thread

Dude, that sounds awesome. Parkour Mod would go great with that. And doing it in Doom instead of Strife makes all the Falling Damage trouble irrelevant. :P This was originally part of something I made for Doom; basically the power slide and all the weapons were powered off a single meter that auto ...

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