
Search found 9 matches
- 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 

- 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 ...
- 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.
Many thanksBlue 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.
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...