Search found 9 matches

by Joven0culto
Sat Dec 28, 2024 1:55 pm
Forum: Scripting
Topic: Problem seting a sound to a random volume [SOLVED]
Replies: 3
Views: 1333

Re: Problem seting a sound to a random volume

Thanks both of you, both options worked well :)
by Joven0culto
Wed Dec 18, 2024 7:06 pm
Forum: Scripting
Topic: Problem seting a sound to a random volume [SOLVED]
Replies: 3
Views: 1333

Problem seting a sound to a random volume [SOLVED]

I have an actor to play certain random sounds on the stage, my idea, to add more variety, was to make these sounds play each time at a different volume within a min/max, and although the code seems not to give any error I don't see any difference when playing the sounds. All the sounds (each one in ...
by Joven0culto
Fri Sep 20, 2024 8:46 am
Forum: Scripting
Topic: [Solved] Fading out/in actor based on distance from player.
Replies: 4
Views: 377

Re: [Need help] Fading out/in actor based on distance from player.

Blue Shadow wrote: Fri Sep 20, 2024 8:39 am It uses the distance as a ratio (distance / max distance) to calculate the actor's alpha. The part where 128 is subtracted is just to make it so the actor is completely invisible if the distance 128 or less. clamp() makes sure the resultant alpha doesn't go below 0 or above 1.0.
Many thanks 🙏
by Joven0culto
Fri Sep 20, 2024 7:31 am
Forum: Scripting
Topic: [Solved] Fading out/in actor based on distance from player.
Replies: 4
Views: 377

Re: [Need help] Fading out/in actor based on distance from player.

A_JumpIfCloser checks distance between the caller and its target, which is something your actor doesn't have. Here's an alternative way of tackling the code: actor Mist { RenderStyle "Translucent" States { Spawn: CYBR A 1 A_SetRenderStyle(clamp((GetDistance(true, AAPTR_PLAYER1) - 128) / (768 - 128 ...
by Joven0culto
Thu Sep 19, 2024 10:32 am
Forum: Scripting
Topic: [Solved] Fading out/in actor based on distance from player.
Replies: 4
Views: 377

[Solved] Fading out/in actor based on distance from player.

The intention is to make an actor that represents fog and that disappears or reappears depending on the distance from the player, if you get closer it disappears and if you move away it reappears. As far as I have been able to inform me this DECORATE should work perfectly, but it does not do it, the ...
by Joven0culto
Wed Sep 11, 2024 5:02 am
Forum: Mapping
Topic: Script attached to a linedef switch starts automatically [SOLVED]
Replies: 0
Views: 1982

Script attached to a linedef switch starts automatically [SOLVED]

Nevermind, I found the error. the lack of "(void)" in the script, so this should be done like this: #include "zcommon.acs" script 1 (void) //here was the mistake { Ceiling_RaiseByValue(1,16,720); Thing_SpawnFacing(1,5,1,999); } I case that you want to do a switch like this watch the original post ...
by Joven0culto
Fri Aug 23, 2024 11:51 am
Forum: Scripting
Topic: How to make shooting enemy walls? [SOLVED] [No ACS]
Replies: 5
Views: 475

Re: How to make shooting enemy walls?

I'm not the nicest guy around, since english is not my native. But when I speak about something, I'm pretty sure what I speak about. I can understand that, after all I am in the same situation regarding the language. No, he's correct, even if he said it in a pretty rude way. Unfortunately, you can ...
by Joven0culto
Thu Aug 22, 2024 8:45 am
Forum: Scripting
Topic: How to make shooting enemy walls? [SOLVED] [No ACS]
Replies: 5
Views: 475

Re: How to make shooting enemy walls?

You completely misunderstood how gzdoom and sprites and objects work. Flags like WALLSPRITE only tells renderer to not make sprite billboarded and dispaly it statically. It has completely nothing with sprite's hitbox. Sprite's hitbox is ALWAYS square, no matter what you do. My advice is to create ...
by Joven0culto
Thu Aug 22, 2024 4:21 am
Forum: Scripting
Topic: How to make shooting enemy walls? [SOLVED] [No ACS]
Replies: 5
Views: 475

How to make shooting enemy walls? [SOLVED] [No ACS]

Well, this method may not work for everyone, but it does the job, and in a very simple way too. Here I attach a small PK3 with the example, it is quite easy to understand, if someone is interested I can add a small breakdown of the process later on. The secret, in a nutshell, is to create walls that ...

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