I'm trying to make a script that can be called by any line, so I was hoping putting 0 for lineID would affect the activating line (line calling the script) but it doesn't appear to work. So I'm just asking for confirmation.
Also, unrelated but how do I use GetLineX() and GetLineY() ?
Search found 19 matches
- Fri Jan 05, 2024 1:37 am
- Forum: Scripting
- Topic: [ACS] Does Line_SetBlocking support 0 == activating line?
- Replies: 1
- Views: 568
- Thu Oct 19, 2023 12:13 am
- Forum: Scripting
- Topic: 3d model / actor Occlusion [solved]
- Replies: 6
- Views: 793
- Wed Oct 18, 2023 2:10 am
- Forum: Scripting
- Topic: 3d model / actor Occlusion [solved]
- Replies: 6
- Views: 793
Re: 3d model / actor Occlusion
I use RenderRadius in the actor definition to resolve this issue. It happens when part of the model is too far from the actor’s origin. At least I think this is the same issue you’re having. Andarchitect The DANDY Company No the distance isn't the problem. If i turn the camera away from the center o ...
- Wed Oct 18, 2023 12:26 am
- Forum: Scripting
- Topic: 3d model / actor Occlusion [solved]
- Replies: 6
- Views: 793
3d model / actor Occlusion [solved]
So I have a large 3d model at the center of a room, but it is getting culled whenever the player looks away from the center of the model. I tried adding this to the actor: +MASKROTATION VisibleAngles -360, 360 VisiblePitch -180, 180 But the problem remains. I don't think changing those values is ...
- Sun Jul 23, 2023 9:04 pm
- Forum: Script Library
- Topic: [ZScript] 3D Platform Actor (v2.5 - August 31st 2025)
- Replies: 204
- Views: 39704
Re: [ZScript] 3D Platform Actor (v2.0.1b)
I see. Well I figured out a hacky way to do it using monster-activated lines that thrust them forward just enough to get them onto the platform. It's pretty seamless and hardly noticeable, of course it takes some careful consideration when to apply the special to the lines since they will just walk ...
- Sun Jul 23, 2023 1:15 am
- Forum: Script Library
- Topic: [ZScript] 3D Platform Actor (v2.5 - August 31st 2025)
- Replies: 204
- Views: 39704
Re: [ZScript] 3D Platform Actor (v2.0.1b)
Has anyone tried to get monsters to walk onto a 3d platform? I'm having a hard time achieving this. I tried setting the "JUMPDOWN" flag but they still refuse to walk off an edge onto the platform.
- Thu Jul 20, 2023 12:45 am
- Forum: Script Library
- Topic: [ZScript] 3D Platform Actor (v2.5 - August 31st 2025)
- Replies: 204
- Views: 39704
Re: [ZScript] 3D Platform Actor (v2.0.1b)
Hey I'm getting an error on this line: flagdef Carriable: platFlags, 0; saying unexpected ':' The pk3 runs fine by itself but when I try to add the base zscript to a different pk3, this error shows up. As far as i can tell, the syntax is correct, so I'm not sure what's going on. EDIT: figured it out ...
- Fri Jul 14, 2023 12:34 am
- Forum: Mapping
- Topic: Moving/Extending 3d Bridges?
- Replies: 6
- Views: 3063
- Thu Jul 13, 2023 2:43 am
- Forum: Mapping
- Topic: Moving/Extending 3d Bridges?
- Replies: 6
- Views: 3063
Moving/Extending 3d Bridges?
I'm trying to create a 3d bridge that moves when the player activates a switch. However, I can't find any methods for doing so. As far as I know, 3d floors cannot move horizontally, only vertically. And polyobjects don't seem like the right solution either. At least with polyobjects I can get ...
- Wed Jul 05, 2023 12:54 am
- Forum: Scripting
- Topic: how to find texture of the sector player's in
- Replies: 11
- Views: 940
Re: how to find texture of the sector player's in
Hmm so I assume for this function you want to start some process (filtering water) and have it take 10 seconds to achieve? Do you want the player to stay in the water the whole time? The first approach I can think of would be to use ACS for this instead, since it has the delay() function which is ...
- Wed Jul 05, 2023 12:47 am
- Forum: Scripting
- Topic: float to int issue <solved>
- Replies: 7
- Views: 769
Re: float to int issue
If the amount parameters in A_TakeFromTarget is set to 0, it will take away all items instead of none, which is what I'd guess is happening here. Try adding checks to see if the amount isn't equal to 0 first before taking away: If((int)(floor(damage/2))!=0){A_TakeFromTarget("Mana1", (int)(floor ...
- Tue Jul 04, 2023 2:52 am
- Forum: Scripting
- Topic: float to int issue <solved>
- Replies: 7
- Views: 769
Re: float to int issue
The damage, actualDamage and the (damage/4) all log the expected values. So perhaps the issue is with the A_TakeFromTarget() function?
- Mon Jul 03, 2023 5:55 pm
- Forum: Scripting
- Topic: how to find texture of the sector player's in
- Replies: 11
- Views: 940
Re: how to find texture of the sector player's in
That delay won't work because you are incrementing the counter in a loop, so you basically just counted up to 35*100 in a single frame. The way I setup delays is to have the actor initialize the counter, and increment it in Tick(), than you can check the counter in your action function. Just be ...
- Mon Jul 03, 2023 5:09 pm
- Forum: Scripting
- Topic: float to int issue <solved>
- Replies: 7
- Views: 769
Re: float to int issue
Well my first attempt was just "damage/4" which caused the same issue. I than tried "round(damage/4)" and than finally "(int)(damage/4)" until I ran out of ideas. Either case, the result is the same. When dividing by any number other than 2, it will occasionally set mana to 0. Not only that, but /3 ...
- Sun Jul 02, 2023 11:47 pm
- Forum: Scripting
- Topic: float to int issue <solved>
- Replies: 7
- Views: 769
float to int issue <solved>
I have a mana draining function that drains mana based on percentage of the damage dealt. void A_CustomMeleeAttack2(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true) { // call original function A_CustomMeleeAttack(damage, meleesound, misssound ...