Search found 1705 matches
- Sun Jul 13, 2025 11:41 pm
- Forum: Script Library
- Topic: RRWM reloading system [1.5.0] [ZS/DEC/SBARINFO]
- Replies: 70
- Views: 18437
Re: RRWM reloading system [1.5.0] [ZS/DEC/SBARINFO]
Execution could not continue. Script error, "AAAKurrentTESTERi.pk3:classes/core/reloadableweapon.zs" line 8: Expected '{', got 'ReloadableWeapon'. This might indicate that you're attempting to #include ZScript code from a DECORATE lump. Without being able to inspect the entire package I can't say ...
- Sun Jul 06, 2025 11:20 pm
- Forum: Script Library
- Topic: RRWM reloading system [1.5.0] [ZS/DEC/SBARINFO]
- Replies: 70
- Views: 18437
Re: RRWM reloading system [1.5.0] [ZS/DEC/SBARINFO]
I think my actual problem may be that i'm using a .wad file instead of a pk3. Now that you mention it, this is most certainly the root cause of your issues. The WAD structure is much simpler than that of a PK3, and something likely broke when you started copy-pasting the code. I think it should be ...
- Thu Jul 03, 2025 6:38 am
- Forum: Script Library
- Topic: RRWM reloading system [1.5.0] [ZS/DEC/SBARINFO]
- Replies: 70
- Views: 18437
Re: RRWM reloading system [1.5.0] [ZS/DEC/SBARINFO]
Terribly sorry, but I'm currently on vacation and may not be able to respond quickly enough; please bear with me. I can follow the Decorate instructions alright, but as far as including the SbarInfo Support files in my .wad, when I import them, they replace my Decorate code? What exactly is it in ...
- Fri Apr 25, 2025 2:51 am
- Forum: Scripting
- Topic: Can monster melee attacks poison the player?
- Replies: 6
- Views: 360
Re: Can monster melee attacks poison the player?
I'm unable to reproduce this with my example code. It must be caused by something else in your code.Heisanevilgenius wrote: ↑Thu Apr 24, 2025 1:46 pm So, a weird side effect is that these monsters now infight when they hit each other with their projectiles...
- Wed Mar 26, 2025 5:49 am
- Forum: Scripting
- Topic: Hexen - Custom Player Class weapons switch to Hammer of Retibution when mana runs out.
- Replies: 1
- Views: 857
Re: Hexen - Custom Player Class weapons switch to Hammer of Retibution when mana runs out.
The way Hexen weapons are set up is that each class-specific weapon is forbidden to the other two classes (e.g. cleric's weapons are forbidden to fighters and mages). Being a custom player class, yours is exempt from any of these restrictions, and thus can receive and use all of the classes' weapons ...
- Wed Mar 26, 2025 2:42 am
- Forum: Scripting
- Topic: Quick question on global variables.
- Replies: 2
- Views: 193
Re: Quick question on global variables.
Well, obviously, if you do not declare a global variable in a certain map script, that variable isn't going to magically disappear. Since what you are doing is essentially just creating a human-readable alias for a specific index into the ACS global variables array. However, it might be beneficial ...
- Wed Mar 26, 2025 2:33 am
- Forum: Scripting
- Topic: Best Way to Make a Patch that Changes Actor Angles in Vanilla Hexen maps?
- Replies: 1
- Views: 922
Re: Best Way to Make a Patch that Changes Actor Angles in Vanilla Hexen maps?
LevelPostProcessor is indeed the way to go if your intention is to patch maps without shipping replacement versions (which may be illegal due to the IWAD's commercial nature). I don't think there is a simpler way, but it couldn't be any easier. You just need to get the map hashes via the ...
- Wed Mar 26, 2025 2:04 am
- Forum: Scripting
- Topic: I'm trying to find or make a deltaTime variable in zscript for HUD mod
- Replies: 1
- Views: 1328
Re: I'm trying to find or make a deltaTime variable in zscript for HUD mod
I've just checked my own code that I use for some primitive HUD animations, and it relies on the MSTimeF function, which returns the amount of time passed since the start of the game in milliseconds. This is also better than tics because your animation parameters do not depend on the tic rate, and ...
- Wed Mar 26, 2025 1:44 am
- Forum: Scripting
- Topic: [ACS] Division by Zero Issue
- Replies: 1
- Views: 1007
Re: [ACS] Division by Zero Issue
I do not see any division operations in your code where the divisor may be zero. Besides, the game should not crash if such a division happens in script code, but instead print a warning message and terminate the script. Are you sure that the issue is caused by these particular scripts and not by ...
- Sun Feb 16, 2025 12:08 am
- Forum: Scripting
- Topic: DECORATE to ZScript Conversion questions
- Replies: 17
- Views: 1377
Re: DECORATE to ZScript Conversion questions
It also comes from Hexen itself, so it had to use byte angles, particularly to be used directly on lines in Hexen format maps. Haven't played Hexen in ages, but now I actually remember that special being used there in some levels (Hypostyle comes to mind as the most prominent one). Yeah, then it ...
- Sat Feb 15, 2025 11:52 am
- Forum: Scripting
- Topic: DECORATE to ZScript Conversion questions
- Replies: 17
- Views: 1377
Re: DECORATE to ZScript Conversion questions
The problem is with this line of code: INCY E 0 ThrustThing (angle*256/360, 12, 0, 0); Ii is used to make an enemy jump towards the player. However, GZDoom warns me that there is a truncation of floating point with it. This is because the first argument of ThrustThing is of type int (don't ask me ...
- Sat Feb 15, 2025 11:30 am
- Forum: Scripting
- Topic: I don't understand why unedited parts of a functional script are causing errors
- Replies: 1
- Views: 510
Re: I don't understand why unedited parts of a functional script are causing errors
Your edited script runs fine for me in GZDoom 4.14. Could you please upload the entire WAD/PK3 file for further investigation?
- Sat Feb 15, 2025 11:14 am
- Forum: Scripting
- Topic: Can I make a key give itself to all players in co-op?
- Replies: 2
- Views: 574
Re: Can I make a key give itself to all players in co-op?
There is also a CVAR you can use: sv_coopsharekeys. If you don't want to use it, you can also override ShouldShareItem for your custom key class to always return true.
- Thu Jan 30, 2025 1:36 am
- Forum: Scripting
- Topic: Help With A_SprayDecal Offset/Direction
- Replies: 2
- Views: 2289
Re: Help With A_SprayDecal Offset/Direction
The most obvious issue with your code seems to be that you're essentially adding Pos.Z to offset , which is an error because offset is already intended to be relative to the calling actor's position, which naturally includes the Z coordinate. If you fix that and it's still not working right, could ...
- Thu Jan 30, 2025 1:24 am
- Forum: Scripting
- Topic: Can monster melee attacks poison the player?
- Replies: 6
- Views: 360
Re: Can monster melee attacks poison the player?
If you can use ZScript, it is not that difficult a task to code a function that does exactly what you want: void A_CustomPoisonComboAttack(class<Actor> projType, int meleeDamage, sound meleeSound) { if (Target != null && CheckMeleeRange()) { A_StartSound(meleeSound, CHAN_WEAPON); int newdam = Target ...