Search found 231 matches

by Pandut
Sat Jan 28, 2023 5:41 pm
Forum: Scripting
Topic: Persistent fire causing zscript error on corpseless actors
Replies: 5
Views: 410

Re: Persistent fire causing zscript error on corpseless actors

What's causing the error is that once an actor stop existing (example: Using stop at its death state so it doesn't leave a corpse), then the tracer pointer the fire uses becomes null. And that's why you get a VM abort, it's because it's trying to read the radius of null. To fix this, alter your ...
by Pandut
Thu Jan 26, 2023 6:57 pm
Forum: Scripting
Topic: Persistent fire causing zscript error on corpseless actors
Replies: 5
Views: 410

Re: Persistent fire causing zscript error on corpseless actors

Derp, sorry completely forgot that lol - VM execution aborted: tried to read from address zero. Called from WPHitActor.StateFunction.6 at 1Pan-DOOMTIDE.pk3:zscript/firestuff.txt, line 106 Called from state WPHitActor.6 in WPHitActor The lines alternate between lines 104-108 which are the A ...
by Pandut
Thu Jan 26, 2023 6:14 pm
Forum: ZDoom (and related) News
Topic: New Password Requirements and Password Reset
Replies: 155
Views: 213798

Re: New Password Requirements and Password Reset

If people don't want to use a password manager (which is completely understandable) consider using a pencil and paper. I have a notebook in my bookshelf filled with dozens of 20-30+ character passwords. Use a password generator, write it down, keep the notebook somewhere safe. It's a time investment ...
by Pandut
Thu Jan 26, 2023 5:55 pm
Forum: Scripting
Topic: Persistent fire causing zscript error on corpseless actors
Replies: 5
Views: 410

Persistent fire causing zscript error on corpseless actors

Code; class wpglob : bulletpuff { default { +ROLLSPRITE; +BRIGHT; +ALWAYSPUFF; Radius 2; Height 2; Speed 10; scale 0.10; +puffonactors; +hittracer; vspeed 0; renderstyle "Add"; alpha 0.90; } States { crash: FLFS M random(1,2) A_SetRoll(roll+random(0,359), SPF_INTERPOLATE); FLFS N 1 A_SetScale(0.12 ...
by Pandut
Mon Oct 31, 2022 3:22 pm
Forum: Scripting
Topic: Checking player class with ACS
Replies: 10
Views: 1096

Re: Checking player class with ACS

script 4 ENTER { int pc = PlayerClass(PlayerNumber()); if ((pc == 0 || pc == 1) && CheckInventory("Backpack") < 1) { SetAmmoCapacity("PistolAmmo", 20); SetAmmoCapacity("RifleAmmo", 45); SetAmmoCapacity("ShotgunAmmo", 30); SetAmmoCapacity("BowAmmo", 30); SetAmmoCapacity("IronBombAmmo", 8 ...
by Pandut
Sun Oct 30, 2022 4:26 pm
Forum: Scripting
Topic: Checking player class with ACS
Replies: 10
Views: 1096

Re: Checking player class with ACS

The issue on my end is that both scripts are ignored and uses the default DECORATE capacities, even if they're all set to 0. I added the looping to post-backpack script and it still gets ignored. Since I forget frequently, double checked to make sure this code was included in LOADACS and it is.
by Pandut
Fri Oct 28, 2022 11:16 pm
Forum: Scripting
Topic: Checking player class with ACS
Replies: 10
Views: 1096

Re: Checking player class with ACS

Ah, yeah that did it! Thanks a ton. Yeah looking back at the wiki entry, I completely missed the "returns the number of the player class" ... despite it being the first sentence. Oof. If you'd be willing to humor me a bit more, can I apply this class check logic to change max ammo (IE Inventory ...
by Pandut
Fri Oct 28, 2022 12:29 am
Forum: Scripting
Topic: Checking player class with ACS
Replies: 10
Views: 1096

Re: Checking player class with ACS

Thanks for the simple explanation, ACS and my brain aren't a good combo so I appreciate it being put into terms I can understand aha. I've applied the && formula to my code, but it's still rejecting the conditions and just giving all the classes the combined regeneration of each instance of ...
by Pandut
Thu Oct 27, 2022 10:21 pm
Forum: Scripting
Topic: Checking player class with ACS
Replies: 10
Views: 1096

Checking player class with ACS

Hiyo. So I'm a big dumbo when it comes down to ACS. I'm using a bit of code that Graf Zahl made in someone else's thread as an example of regenerating ammo. It's worked fine for me but I'm now having annoying issues where I want to change the regeneration rate depending on the current player class ...
by Pandut
Sun Oct 02, 2022 7:31 pm
Forum: Scripting
Topic: Weapon with ammo regen always auto-switches when empty
Replies: 2
Views: 309

Re: Weapon with ammo regen always auto-switches when empty

That worked! It did not even occur to me to do it in a reversed manner, thanks a ton :D.
by Pandut
Sat Oct 01, 2022 5:13 pm
Forum: Scripting
Topic: Weapon with ammo regen always auto-switches when empty
Replies: 2
Views: 309

Weapon with ammo regen always auto-switches when empty

So this is an annoying problem with a potentially simple fix that I'm just not seeing; I have a weapon with regenerating ammo via ACS. It regens 2 ammo every 35 ticks. This weapon consumes 20 ammo per shot. When the ammo drops below 20, the weapon autoswaps to something else no matter what. What I ...
by Pandut
Thu Sep 01, 2022 1:21 am
Forum: Off-Topic
Topic: How safe is Sourceforge, Mediafire, Bitbucket, Github, etc.?
Replies: 17
Views: 2150

Re: How safe is Sourceforge, Mediafire, Bitbucket, Github, etc.?

I'd stay far away from mediafire and sourceforge. As the others have already said, sourgeforge has a pretty nasty reputation as with mediafire. Any file-sharing site that bombards you with invasive border-line malware popups and fake download buttons should stay in a perma-blacklist. Honestly I ...
by Pandut
Fri Aug 12, 2022 11:57 pm
Forum: Gameplay Mods
Topic: [0.10.6] Gun Bonsai -- everything-compatible weapon upgrading
Replies: 740
Views: 160405

Re: [0.9.0] Gun Bonsai -- everything-compatible weapon upgrading

I really like this mod, I especially love how compatible it is with basically everything. Very awesome work. I've noticed a few things however; -Upon selecting certain weapon upgrades (Specifically the Fragmentation upgrade) I'll experience some pretty hefty FPS lag for 10-15 seconds before it ...
by Pandut
Fri Feb 18, 2022 5:09 pm
Forum: Resources
Topic: Sprite Angles
Replies: 9
Views: 2071

Re: Sprite Angles

I'm a pretty amateur coder, so I'd take my example with a grain of salt. If I wanted my gibs to keep spinning at 45 degree intervals, I'd trying something like - ACTOR CHFTorso: Gibs { +ROLLSPRITE States { Spawn: CHFT A 5 A_SetRoll(45), SPF_INTERPOLATE) CHFT A 5 A_SetRoll(90), SPF_INTERPOLATE) CHFT ...
by Pandut
Thu Feb 10, 2022 5:24 pm
Forum: Resources
Topic: Sprite Angles
Replies: 9
Views: 2071

Re: Sprite Angles

+ROLLSPRITE is a godsend. It's fantastic to use for gore/items being thrown around and also particle effects. A_SetRoll(roll+random(0,359), SPF_INTERPOLATE) This is what I usually rely on to get a single randomly rotated sprite. Calling it once will only rotate the sprite once, if you want it to ...

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