Search found 682 matches
- 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 ...
- 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...
- 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...
- 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 ...
- 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...
- 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'...
- 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.
- 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...
- 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.
- 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...
- 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
Well that was quick, thank you!wolfman wrote:bmfbundle.zipSe7eNytes wrote:Does anyone have this font pack?
bmfbundle_update.zip - More fonts from http://bmf.php5.cz/.
- 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?
- 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?
- 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
That fixes things up, thanks!FishyClockwork wrote:If so then try replacing +RIPPER with +THRUACTORS and see if that will fix your issue.
- 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...