Search found 231 matches
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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.
- 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 ...
- 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 ...
- 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 ...
- 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
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- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...