Search found 19 matches

by ArchAngel777
Fri Jan 05, 2024 1:37 am
Forum: Scripting
Topic: [ACS] Does Line_SetBlocking support 0 == activating line?
Replies: 1
Views: 568

[ACS] Does Line_SetBlocking support 0 == activating line?

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() ?
by ArchAngel777
Thu Oct 19, 2023 12:13 am
Forum: Scripting
Topic: 3d model / actor Occlusion [solved]
Replies: 6
Views: 793

Re: 3d model / actor Occlusion

Cherno wrote: Wed Oct 18, 2023 10:25 am Use RenderRadius as suggested above.
Thanks, it works! I misunderstood the purpose of the property, but now I get it. It basically forces rendering within this range, which is exactly what I needed.
by ArchAngel777
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 ...
by ArchAngel777
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 ...
by ArchAngel777
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 ...
by ArchAngel777
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.
by ArchAngel777
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 ...
by ArchAngel777
Fri Jul 14, 2023 12:34 am
Forum: Mapping
Topic: Moving/Extending 3d Bridges?
Replies: 6
Views: 3063

Re: Moving/Extending 3d Bridges?

RKD wrote: Thu Jul 13, 2023 10:08 pm Maybe this can help you achieve that result?
Wow that's incredible. I'll definitely be checking that out. Thanks for the suggestion.
by ArchAngel777
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 ...
by ArchAngel777
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 ...
by ArchAngel777
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 ...
by ArchAngel777
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?
by ArchAngel777
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 ...
by ArchAngel777
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 ...
by ArchAngel777
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 ...

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