@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 ...
Search found 20 matches
- Sun Apr 05, 2015 11:07 am
- Forum: Editing (Archive)
- Topic: MMO style abilites
- Replies: 6
- Views: 513
- 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 ...
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 ...
- 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 ...
In mm8bdm ...
- 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 ...
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 ...
- 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 ...
I am unfamiliar with idtech and make ...
- 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?
- 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 ...
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 ...
- 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
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.Kinsie wrote:No.RV-007 wrote:Is there a way to download this feature too?
- 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
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
- 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 ...
- 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 ...
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 ...
- 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.
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.
- 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 ...
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 ...
- 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 ...
// Generic Door script
// Used to make door open from only certain weapons
// For example, if you set arg2 to 3 and ...
- 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 ...