Thanks.
I already know about the make sectors mode in UDB. I just wanted to know if I can achieve a similar thing in SLADE because that's what I'm using for mapping currently, even though I have UDB installed, too.
Search found 4942 matches
- Fri Jul 18, 2025 5:14 am
- Forum: Creation, Conversion, and Editing
- Topic: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
- Replies: 3112
- Views: 397789
- Wed Jul 16, 2025 12:00 am
- Forum: Creation, Conversion, and Editing
- Topic: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
- Replies: 3112
- Views: 397789
Re: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
I have two physically separate sectors that are joined as one. I'd like to split them so each is its own sector. Is there a way to do this?
- Mon Jul 14, 2025 5:57 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Expand SetLineActivation to Change Repeatableness
- Replies: 6
- Views: 2090
Re: Expand SetLineActivation to Change Repeatableness
As long as your GZDoom and UDB are fairly recent, you should be able to use it. UDB's calltips files don't seem to be updated to include the new parameter. But they're just calltips. They shouldn't prevent you from using the new parameter and compiling the scripts successfully.
- Sun Jun 29, 2025 5:38 pm
- Forum: Scripting
- Topic: Any way to ensure teleport success?
- Replies: 8
- Views: 108
Re: Any way to ensure teleport success?
There's an easier and simpler way.
The script will attempt to teleport the monster. If the teleportation fails, it'll try again every second until it succeeds.
Code: Select all
script 1 (void)
{
while (!TeleportOther(...))
{
Delay(35);
}
}
- Sat Mar 22, 2025 7:48 am
- Forum: General
- Topic: bz2.dll, what is it for?
- Replies: 1
- Views: 246
bz2.dll, what is it for?
There's a file which is called bz2.dll bundled with GZDoom 4.14.1. What is it for? Checking the details pane in the file's properties yields nothing. There's no information whatsoever.
Something else I notice, which is unrelated to the above, is the lack of the license.zip in GZDoom 4.14.1.
Something else I notice, which is unrelated to the above, is the lack of the license.zip in GZDoom 4.14.1.
- Mon Mar 17, 2025 2:42 pm
- Forum: Scripting
- Topic: ZScript statusbar auto select
- Replies: 2
- Views: 161
Re: ZScript statusbar auto select
Put this line before you draw the inventory bar:
Code: Select all
CPlayer.inventorytics = 0;
- Mon Mar 17, 2025 12:21 pm
- Forum: Scripting
- Topic: Problem with A_SpawnItemEx and flags
- Replies: 4
- Views: 158
Re: Problem with A_SpawnItemEx and flags
You're welcome.
That's the ACS version of random() which doesn't allow setting those.Enjay wrote: ↑Mon Mar 17, 2025 11:43 am I did look in the wiki for the random identifier thing, and ended up on the random page which doesn't cover this.
- Mon Mar 17, 2025 12:11 pm
- Forum: Scripting
- Topic: [Trying to Learn] Help with changing an inbuilt bit of ZScript from GZDoom.pk3
- Replies: 2
- Views: 567
Re: [Trying to Learn] Help with changing an inbuilt bit of ZScript from GZDoom.pk3
What you did there, couldn't have been done any other way. DoFootstep isn't virtual so you can't override it, which means you have to create a copy of it with a different name and modify away. While MakeFootsteps is virtual, you're trying to modify its code rather than add to it, so you have to copy ...
- Mon Mar 17, 2025 11:46 am
- Forum: Scripting
- Topic: Help with basic even handler
- Replies: 3
- Views: 364
- Mon Mar 17, 2025 11:39 am
- Forum: Bugs [GZDoom]
- Topic: Screen.DrawLineFrame won't accept color string
- Replies: 3
- Views: 364
- Mon Mar 17, 2025 11:27 am
- Forum: Scripting
- Topic: Problem with A_SpawnItemEx and flags
- Replies: 4
- Views: 158
Re: Problem with A_SpawnItemEx and flags
What's wrong here is that you're passing the flag/constant to the z velocity parameter. The flags parameter comes after the z velocity and angle parameters. Bonus question 2: in the A_SpawnItemEx code above (which I just copied and repurposed from *somewhere* (it's not the same as the default demon ...
- Wed Nov 06, 2024 5:52 am
- Forum: Scripting
- Topic: [Zscript] Weird crash with +FRIENDLY flag regarding custom A_ChaseFunction
- Replies: 3
- Views: 225
Re: [Zscript] Weird crash with +FRIENDLY flag regarding custom A_ChaseFunction
Still, it's strange how even with the limited fov, they can see ALLAROUND them... There's currently an issue with the FOV in A_LookEx being ignored or something like that. There are a couple of bug reports about this: here and here . can I optimize the code even more? Do you think it may have ...
- Wed Nov 06, 2024 5:39 am
- Forum: Technical Issues
- Topic: Two actions on one button
- Replies: 2
- Views: 1300
Re: Two actions on one button
You don't particularly need an alias. You can use the bind command directly. Execute the command through the console: bind f "<command #1>; <command #2>" Replace <command #X> with the commands for toggling the flashlight in those mods. For Flashlight++, the command appears to be FPP_Toggle . I don't ...
- Wed Nov 06, 2024 5:12 am
- Forum: Scripting
- Topic: How to Set up a "Perpetual" Up/Down Elevator? [HeXen Format]
- Replies: 2
- Views: 201
Re: How to Set up a "Perpetual" Up/Down Elevator? [HeXen Format]
You can setup a while loop like the following to execute a block of code repeatedly:
Code: Select all
while (true)
{
// Looping code goes here.
}
- Sun Nov 03, 2024 6:05 am
- Forum: Scripting
- Topic: [Zscript] Weird crash with +FRIENDLY flag regarding custom A_ChaseFunction
- Replies: 3
- Views: 225
Re: [Zscript] Weird crash with +FRIENDLY flag regarding custom A_ChaseFunction
Code fragments aren't usually useful for debugging and testing, so this is just a shot in the dark: try doing a null check on target in the custom function before reading its fields. It could be null.