Search found 682 matches

by rollingcrow
Fri Nov 08, 2019 2:29 pm
Forum: Scripting
Topic: Passing player variables to weapon
Replies: 2
Views: 291

Re: Passing player variables to weapon

Hm, the first method seems to cause a VM abort (read from address zero) depending on where it's called: Class AstralWeapon : Weapon { States { Ready: PUNG A 1 { A_WeaponReady(); if (player) { A_LogInt(invoker.player.walking); // Causes VM abort } } Loop; Fire: PUNG BC 2; PUNG D 3 A_Punch(); PUNG CB ...
by rollingcrow
Thu Nov 07, 2019 9:33 pm
Forum: Scripting
Topic: Passing player variables to weapon
Replies: 2
Views: 291

Passing player variables to weapon

I am casting a player class to allow its variables to be accessed by a weapon. Is there a way I can increase the scope of the Actor pointer so I don't have to redefine it in every anonymous function? Class AstralWeapon : Weapon { States { Ready: TNT1 A 1 { let player = AstralPlayer(self); A_WeaponRe...
by rollingcrow
Wed May 01, 2019 6:34 pm
Forum: Gameplay Mods
Topic: Crossfire ~ v0.81 (5/1/2019)
Replies: 159
Views: 33998

Re: Crossfire ~ v0.81 (5/1/2019)

Updated with a few more fixes, most notably that the HUDMessages should now work with almost any (5:4 being a huge exception) resolution/scale factor/window size (for the most part - some resolutions cause the graphics to get cut off but still manage to fill the screen). Download v0.81 here! Changes...
by rollingcrow
Tue Apr 30, 2019 11:25 pm
Forum: Gameplay Mods
Topic: Crossfire ~ v0.81 (5/1/2019)
Replies: 159
Views: 33998

Re: Crossfire ~ [v0.80 - 4/29/2019]

The easiest difficulty is using HMP spawns as opposed to UV like the description says. Fixed. This seems like a very cool mod, but is there a way to disable the debug message spam for an unsupported resolution, or do I have to not play in widescreen? Unfortunately, the script that makes the screen ...
by rollingcrow
Mon Apr 29, 2019 11:22 pm
Forum: Gameplay Mods
Topic: Crossfire ~ v0.81 (5/1/2019)
Replies: 159
Views: 33998

Re: Crossfire ~ [v0.80 - 4/29/2019]

Hey all, been awhile. Here's an update with a bunch of fixes like not crashing when switching out of the perk weapon (thanks Somagu!) and some degree of widescreen friendliness! Download v0.80 here! Changes: - Change: Agility perks require certain amounts of vigor instead of stamina - Change: Auto s...
by rollingcrow
Sun Feb 10, 2019 7:44 pm
Forum: Closed Bugs [GZDoom]
Topic: [3.7.2] Video scaling/res refactor broke Project MSX
Replies: 17
Views: 1503

Re: [3.7.2] Video scaling/res refactor broke Project MSX

I modified CommanderZ's code to support more resolutions in a slightly less hardcoded way awhile back, though I don't know how easily this could be adapted into something usable by Project MSX. It should support any(?) 4:3, 16:9, 16:10, or 17:10 resolution. /* Heavily modified version of CommanderZ'...
by rollingcrow
Mon May 29, 2017 2:01 pm
Forum: Scripting
Topic: "How do I ZScript?"
Replies: 1451
Views: 165441

Re: "How do I ZScript?"

Thanks, that fixed it up.
by rollingcrow
Mon May 29, 2017 1:55 pm
Forum: Scripting
Topic: "How do I ZScript?"
Replies: 1451
Views: 165441

Re: "How do I ZScript?"

Hm, while that does work, it also seems to hurt the shooter (twice?) and loses the ripper's ability to bleed. I've changed the projectile as so and removed the changes to the above monster. Class ZappyBall : PlasmaBall replaces PlasmaBall { Default { DamageFunction (0); +BLOODSPLATTER } Override int...
by rollingcrow
Mon May 29, 2017 11:07 am
Forum: Scripting
Topic: "How do I ZScript?"
Replies: 1451
Views: 165441

Re: "How do I ZScript?"

Yes, exactly that case.
by rollingcrow
Sun May 28, 2017 7:12 pm
Forum: Scripting
Topic: "How do I ZScript?"
Replies: 1451
Views: 165441

Re: "How do I ZScript?"

Is there a way to change a monster's flags on death (or I guess during the damage causing its death)? In this case I want a monster to lose its DONTRIP flag as it dies so the ripper that kills it will pass through its corpse. This is what I have at the moment: Class ZappyBall : PlasmaBall replaces P...
by rollingcrow
Tue Jun 16, 2015 12:19 am
Forum: General
Topic: Mod Download Broken? Request Reuploads Here
Replies: 4851
Views: 1011169

Re: Mod Download Broken? Request Reuploads Here

wolfman wrote:
Se7eNytes wrote:Does anyone have this font pack?
bmfbundle.zip
bmfbundle_update.zip - More fonts from http://bmf.php5.cz/.
Well that was quick, thank you!
by rollingcrow
Tue Jun 16, 2015 12:04 am
Forum: General
Topic: Mod Download Broken? Request Reuploads Here
Replies: 4851
Views: 1011169

Re: Mod Download Broken? Request Reuploads Here

Does anyone have this font pack?
by rollingcrow
Tue Apr 21, 2015 8:49 pm
Forum: Requests
Topic: Resource Request thread *Read 1st post*
Replies: 5942
Views: 559651

Re: Resource Request thread *Read 1st post*

Does anyone have frames of this revolver with its chamber swung out and one with its hammer down?
by rollingcrow
Wed Apr 15, 2015 7:46 am
Forum: Closed Bugs [GZDoom]
Topic: 0 damage rippers cause pain
Replies: 3
Views: 322

Re: 0 damage rippers cause pain

FishyClockwork wrote:If so then try replacing +RIPPER with +THRUACTORS and see if that will fix your issue.
That fixes things up, thanks!
by rollingcrow
Tue Apr 14, 2015 9:08 pm
Forum: Closed Bugs [GZDoom]
Topic: 0 damage rippers cause pain
Replies: 3
Views: 322

0 damage rippers cause pain

The attached blood actor is supposed to spawn several non-damaging actors that rip so they don't get stuck inside monsters. The problem is that even though the projectile does no damage and has NOPAIN set, it will still pain any monsters it passes through, leaving them stunned longer than usual. Thi...

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