Search found 1041 matches

by FDARI
Mon Apr 13, 2015 4:11 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Load Game Dialog Difficulty Indicator
Replies: 12
Views: 1048

Re: Load Game Dialog Difficulty Indicator

Surely, zdoom.exe has access to the names of the currently defined difficulties? Numbered custom difficulties can have a wide range of meanings, and the numbers are not otherwise presented in the user interface, so games that appear to run with the currently loaded set of wads should probably ...
by FDARI
Mon Feb 16, 2015 9:45 am
Forum: Closed Bugs [GZDoom]
Topic: NoDelay can double up function calls
Replies: 13
Views: 1129

Re: NoDelay can double up function calls

Spawning does/did not call the state setting function (with its implicit countdown/next-state operation). It assigned a state directly, to avoid all the side effects. A duration 0 state cannot normally be maintained, but on spawn it is maintained until the next time states advance naturally. Foo the ...
by FDARI
Wed Feb 04, 2015 3:17 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: SetPointer() shouldn't act on activator strictly
Replies: 2
Views: 603

Re: SetPointer() shouldn't act on activator strictly

Are you asking for a way to set a pointer in another actor than the activator? So that you don't have to change activator to the actor whose pointer you want to change? It is a reasonable request. I have two problems with it: 1. Every parameter in SetPointer is already a tid, a pointer selector (any ...
by FDARI
Fri Jan 09, 2015 6:36 am
Forum: Editing (Archive)
Topic: ACS error
Replies: 8
Views: 611

Re: ACS error

By "try to import", do you mean when you try to compile another ACS script which references this library? What file/path are you referencing with the offending #import command / where and how is the source stored? (I always needed to keep external files with updated acs-source to compile scripts ...
by FDARI
Fri Nov 28, 2014 3:36 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Player.Face "ID"[, "gender"]
Replies: 8
Views: 1149

Re: Player.FaceMale, Player.FaceFemale

Or have 3 actor properties: Face.Male Face.Female Face.Neutral (not sure this is the right word to use) And have "Face" as a shorthand for assigning a value to all unspecified face properties. Same amount of data, more flexibility, and the option of not having a default face. If you do want a ...
by FDARI
Fri Nov 21, 2014 6:55 am
Forum: Abandoned/Dead Projects
Topic: Hideous Destructor 4.10.0b
Replies: 8564
Views: 1086406

Re: Hideous Destructor [last update dated November 17, 2014]

Far as I can tell only drowning damage ignores armour. I don't know if this is applicable to your situation, but you can modify/create damage types that ignore armour. So if you want/need/can use a completely new damage type for a very specific purpose, you might be able to. [wiki]Custom_damage ...
by FDARI
Fri Nov 07, 2014 3:26 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Ability to define pointer for A_JumpIf
Replies: 18
Views: 1343

Re: Ability to define pointer for A_JumpIf

I think the people who do not handle that case at all, will have to accept a 0 for any numeric expression. If that's not right... they'll just have to check. We can't throw them an error, but if they don't define a specific behaviour for non-existent actor, they don't have one. That will never be ...
by FDARI
Thu Nov 06, 2014 1:53 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Ability to define pointer for A_JumpIf
Replies: 18
Views: 1343

Re: Ability to define pointer for A_JumpIf

OT, but: What? Mixing vars and arrays how? Mixing two valid (integer) expressions that do not by themselves throw errors (on load/parse)? If that is true, surely it must be a bug. As long as you speak of combining them with the use of appropriate operators. What errors have you seen?
by FDARI
Sun Sep 28, 2014 8:19 am
Forum: General
Topic: SetActivator and player pointers
Replies: 9
Views: 3158

Re: SetActivator and player pointers

Hey. I made this other solution to the problem. Graf did not want to apply it now (after all, it isn't needed), so I thought I ought to record it in this thread, where the potential problem was brought up: http://forum.zdoom.org/viewtopic.php?f=18&t=46758 Requires an update to ACC zdefs. Use Aaptr ...
by FDARI
Fri Sep 26, 2014 1:12 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Preparation: Player pointer selectors beyond 8
Replies: 2
Views: 721

Preparation: Player pointer selectors beyond 8

Aaptr_playernum(int number): Create a player pointer selector. Aaptr_playernum(0)...Aaptr_playernum(7) can be used in place of AAPTR_PLAYER1...AAPTR_PLAYER8. Aaptr_playernum(8)...Aaptr_playernum(127) have no current purpose, but will automatically work if zdoom player limits are increased. Thus the ...
by FDARI
Thu Sep 25, 2014 3:31 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Decorate function CheckClass
Replies: 3
Views: 483

Decorate function CheckClass

bool CheckClass(string classname, int ptr_select = aaptr_default, bool match_superclass = false) Checks the class of the selected pointer. Returns false if the specified class does not exist. Returns false if the selected actor (default = caller) does not exist. Returns true if the selected actor's ...
by FDARI
Tue Sep 23, 2014 1:57 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: No skip on [use] for Scroller intermissions
Replies: 9
Views: 1753

Re: No skip on [use] for Scroller intermissions

Maybe a Y/N prompt instead of a complete block? (Press USE: A - Normal behaviour. B - Skip? Y/N)
by FDARI
Wed Jun 25, 2014 1:38 am
Forum: Editing (Archive)
Topic: [NSFW/Question/Code] RV-007's Noob Mapping/ACS Disaster!
Replies: 64
Views: 4476

Re: RV-007's Noob Mapping Disaster! Code Check.

Don't ask me about the !y. My first attempt was so pathetic. ! was meant for operands, not variables or values. As for loops, that's a different story. NOTE ABOUT UNTIL LOOPS: To do an until loop , simply add a ! (not) sign at the beginning (eg. while (!(i>0)) I should have read the Continue ...

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