Search found 19 matches
- Mon May 19, 2025 5:38 pm
- Forum: Scripting
- Topic: Detect when other actor teleports
- Replies: 0
- Views: 49
Detect when other actor teleports
Is there any way to have one actor detect when another actor teleports? I asked for help on a grappling hook a little while ago, and while that's been going well, I can't solve this issue of the hook staying attached to the same point when the player teleports. I know MetaDOOM has their own version ...
- Sat Apr 05, 2025 7:55 pm
- Forum: Scripting
- Topic: Help with physics-based grappling hook
- Replies: 6
- Views: 356
Re: Help with physics-based grappling hook
I can't thank you enough. This is amazing. It'll probably be a long time before I release anything that uses this, but at least now, it's here for anyone to use. Thanks again.
- Sat Apr 05, 2025 7:11 pm
- Forum: Scripting
- Topic: Help with physics-based grappling hook
- Replies: 6
- Views: 356
Re: Help with physics-based grappling hook
I updated the download before you posted that, but your version seems to work perfectly, and it's so much simpler than what I was trying. Thank you. Could you explain a bit about how it works this way?
- Wed Apr 02, 2025 6:03 pm
- Forum: Scripting
- Topic: Help with physics-based grappling hook
- Replies: 6
- Views: 356
Help with physics-based grappling hook
I've been trying to modify the grappling hook from ZMovement to be more physics-based. I managed to adapt some code from some Unity tutorials, and it mostly works, but it still feels really off. The main issue is that it starts bouncing you up and down while you're swinging instead of swinging in a ...
- Wed Apr 02, 2025 5:52 pm
- Forum: Scripting
- Topic: Making custom patrol routes in Zscript
- Replies: 3
- Views: 337
Re: Making custom patrol routes in Zscript
Thanks for the response. That might be useful later, but I ultimately decided to use my own custom system that doesn't use TIDs. Thanks again, though.
- Wed Mar 12, 2025 6:42 am
- Forum: Scripting
- Topic: Making custom patrol routes in Zscript
- Replies: 3
- Views: 337
Re: Making custom patrol routes in Zscript
UPDATE: I did some more testing, and I found out the patrol points need to have the TID of another patrol point passed to them as args[0] to work properly. Functions like UniqueTID don't seem to work in Zscript, so I used a for loop with actor iterators to generate TIDs for the patrol points, and ...
- Sat Mar 08, 2025 10:49 pm
- Forum: Scripting
- Topic: Making custom patrol routes in Zscript
- Replies: 3
- Views: 337
Making custom patrol routes in Zscript
I've been working on a way to dynamically set custom patrol routes for friendly monsters. I use Zscript to directly set the monster's goal pointer to the first patrol point in a route, and each patrol point's goal to the next point in the route. I read on another post that patrol points will ...
- Thu Feb 13, 2025 9:42 pm
- Forum: Scripting
- Topic: Is it possible to check how a player exits a map?
- Replies: 2
- Views: 505
Re: Is it possible to check how a player exits a map?
That's basically what I ended up doing. The level data is stored on a new inventory item placed on the player, which normally records the data during its PreTraveled override. The level select calls an event handler to switch levels, which also changes a variable on the stats tracker item that ...
- Sun Feb 09, 2025 11:55 pm
- Forum: Scripting
- Topic: Is it possible to check how a player exits a map?
- Replies: 2
- Views: 505
Is it possible to check how a player exits a map?
I want to know if there's any way to check if a player exits a map using the regular exit, as opposed to something like the changemap console command or level.ChangeLevel(). I'm experimenting with a level select menu and stats recorder, but I only want stats to be recorded if you beat the level ...
- Wed Aug 21, 2024 9:04 am
- Forum: Assets (and other stuff)
- Topic: Angled Vanilla Rocket Launcher?
- Replies: 1
- Views: 3813
Angled Vanilla Rocket Launcher?
I've been looking around for angled sprites of the vanilla rocket launcher. The ones from Angled Doom aren't what I'm looking for, since that's a complete redesign. Has anyone come across something like this?
- Thu May 23, 2024 12:36 pm
- Forum: Scripting
- Topic: Make weapon unselectable without removing it
- Replies: 1
- Views: 277
Re: Make weapon unselectable without removing it
For anyone interested, I figured out a solution. I adapted m8f's event handler code in this thread. https://forum.zdoom.org/viewtopic.php?p=1180028&hilit=Spell#p1180028 Basically, I set up the event handler to override the input process for weapon selection, then send a network event to check every ...
- Wed Apr 03, 2024 2:14 am
- Forum: Scripting
- Topic: Make weapon unselectable without removing it
- Replies: 1
- Views: 277
Make weapon unselectable without removing it
I'm designing some systems that need to be able to track how many of each weapon the player has, and I need some way to make a weapon unselectable when this counter is 0 without actually removing it from the player's inventory. I though about using A_SelectWeapon with SWF_SELECTPRIORITY set, but I ...
- Fri Feb 23, 2024 9:06 pm
- Forum: Scripting
- Topic: Problems with A_OverlayOffset
- Replies: 4
- Views: 260
Re: Problems with A_OverlayOffset
Fair enough. Either way, I ended up reducing the number of frames and increasing the offset to make it move faster, so it's not too bad now. Thanks for the advice.
- Thu Feb 22, 2024 1:56 pm
- Forum: Scripting
- Topic: Problems with A_OverlayOffset
- Replies: 4
- Views: 260
Re: Problems with A_OverlayOffset
Thanks, that works. Still, that seems very inconvenient for moving sprites over long distances.
- Thu Feb 22, 2024 8:29 am
- Forum: Scripting
- Topic: Problems with A_OverlayOffset
- Replies: 4
- Views: 260
Problems with A_OverlayOffset
I'm trying to make an overlay that starts offscreen and then slowly moves in from the left. EFCT A 1 A_OverlayOffset(LEFTLAYER, -73, 0) EFCT A 35 A_OverlayOffset(LEFTLAYER, 73, 0, WOF_ADD) The sprite is being interpolated, but the problem is that it's happening too fast. It's moving into position ...