Search found 58 matches
- Fri Aug 30, 2013 3:43 pm
- Forum: Editing (Archive)
- Topic: Info Post: NASA Coding Standard For C
- Replies: 4
- Views: 484
Re: Info Post: NASA Coding Standard For C
Youre mainly focusing on the implementation part. If you want to create a successfull mod, you need ideas, think about how the mod should work. UML is your best friend. You dont know how many times Ive play a mod just to realize that the creator was was way too [censored word] to design the mod ...
- Wed Jul 24, 2013 9:37 am
- Forum: Editing (Archive)
- Topic: A_RadiusThrust problem
- Replies: 0
- Views: 167
A_RadiusThrust problem
If the flag RTF_AFFECTSOURCE is set, it should affect the source, right? Example: Player shoots a windy projectile, player gets pushed because the bit is set. Now if the bit is not set, the player shouldnt be pushed away. But he guts pushed though! Heres my projectile being shot by the player: Actor ...
- Mon Dec 03, 2012 1:20 pm
- Forum: General
- Topic: Creating a COLORMAP
- Replies: 5
- Views: 1703
Creating a COLORMAP
For an eternity (approx a half year) I've tried to create a COLORMAP lump for my Witchaven project and every program i found on the web failed to do so! Then I started to code my own program. It looks quite big and primitive, but its because i did not had much time in general. (I will improve the ...
- Fri Nov 30, 2012 10:07 am
- Forum: Editing (Archive)
- Topic: Change class via console?
- Replies: 2
- Views: 459
Change class via console?
Probably a dumb question, but how do i change my class by console?
I need it for a new multiplayer project.
I need it for a new multiplayer project.
- Mon Oct 08, 2012 7:37 am
- Forum: Editing (Archive)
- Topic: Two (simple ?) questions
- Replies: 1
- Views: 157
Two (simple ?) questions
1.) Is it somehow possible to edit strings? I want to use it together with ConsoleCommand. (I thought its possible to use ConsoleCommand as print, like: ConsoleCommand(s:"set int1 ",d:integer1); but its not :( ) 2.) How do i compile a library that uses another custom made library? E.g.: I've got a ...
- Tue Aug 28, 2012 4:15 am
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38033
- Views: 4642555
Re: [SPRITES] Spriting Carnival!!
I was really so bored, so i edited some doom textures: :D (left one is the original, right one is my edit) http://www.bilder-upload.eu/upload/fa70fe-1346148616.png http://www.bilder-upload.eu/upload/a5dced-1346148622.png http://www.bilder-upload.eu/upload/11f50b-1346148628.png http://www.bilder ...
- Fri Aug 10, 2012 4:22 pm
- Forum: Editing (Archive)
- Topic: Kill projectiles if player dead?
- Replies: 8
- Views: 651
Re: Kill projectiles if player dead?
Hey thanks guys it worked! But the only problem now: When the projectile orbits the player, it orbits its viewheight and its annoying (can barely see something). I tried to lower the orbit height by lowering the spawnheight of A_FireCustomMissile to -32, but it goes back to the viewheight! Next ...
- Fri Aug 10, 2012 9:27 am
- Forum: Editing (Archive)
- Topic: Kill projectiles if player dead?
- Replies: 8
- Views: 651
Re: Kill projectiles if player dead?
Ok i made this now: actor flyingimpball : doomimpball { Speed 15 obituary "%o got too close to %k." states { Spawn: BAL1 AB 1 A_JumpIfInTargetInventory("YesIamDead",1,"Death") BAL1 A 0 A_CustomMissile("flyingimpball",0,0,80,CMF_TRACKOWNER,0) stop Death: BAL1 A 0 stop } } actor doomplayer2 ...
- Fri Aug 10, 2012 8:32 am
- Forum: Editing (Archive)
- Topic: Kill projectiles if player dead?
- Replies: 8
- Views: 651
Kill projectiles if player dead?
I made a custom projectile that orbits the player: actor flyingimpball : doomimpball { speed 15 obituary "%o came to close to %k." seesound "" states { Spawn: BAL1 AB 1 BRIGHT BAL1 A 0 BRIGHT A_CustomMissile("flyingimpball",0,0,80,CMF_TRACKOWNER,0) stop Death: BAL1 A 1 A_Scream stop } } Now my ...
- Thu Aug 09, 2012 1:23 pm
- Forum: Editing (Archive)
- Topic: Force to change weapon after death?
- Replies: 8
- Views: 350
Re: Force to change weapon after death?
Nope, it wont.
Guess I have to do it by HudMessage and SetFont.

Guess I have to do it by HudMessage and SetFont.
- Thu Aug 09, 2012 4:23 am
- Forum: Editing (Archive)
- Topic: Force to change weapon after death?
- Replies: 8
- Views: 350
Force to change weapon after death?
The reason is I want to give a playerclass a weapon, that simulates burning hands like in Strife, after he gets killed by a missile with the damagetype "fire".
Is it somehow possible?
Is it somehow possible?
- Fri Aug 03, 2012 12:32 pm
- Forum: Editing (Archive)
- Topic: Weapon causes ACS problems
- Replies: 4
- Views: 380
Re: Weapon causes ACS problems
Hey it works!LilWhiteMouse wrote:Are your scripts in a library? If so, I think you've forgotten to addCode: Select all
#library "My Library Name"
Thx!

- Thu Aug 02, 2012 1:32 pm
- Forum: Editing (Archive)
- Topic: Weapon causes ACS problems
- Replies: 4
- Views: 380
Re: Weapon causes ACS problems
OK, I've made something new. But the problem is now: The script with TakeInventory doesnt do anything on Zdoom maps, it only works on normal Doom maps! But the scripts with SetActorVelocity and SetActorProperty are for other classes and they work on ALL maps. I dont know why the terminator one wont ...
- Thu Aug 02, 2012 8:47 am
- Forum: Editing (Archive)
- Topic: Weapon causes ACS problems
- Replies: 4
- Views: 380
Weapon causes ACS problems
I have created a new Playerclass and a new weapon. Whenever i start a normal map without any ACS scripting, it works (e.g.: normal doom maps). But when I change the map to a map WITH ACS coding, errors come up like: "ACS: I dont know what XXX is." Playerclass: actor TheTerminator : Playerpawn ...
- Tue Jul 31, 2012 9:57 am
- Forum: Classic ("Carmack") Software Renderer Bugs
- Topic: [ZDoom 2.6.1 ] Sprites visible behind sectors with 3D floors
- Replies: 2
- Views: 2319
Re: [ZDoom 2.6.1 ] Sprites visible behind sectors with 3D fl
why just screenshots should help developers solving the problem? demo wad or won't be fixed. EDIT: I've tried something and now I know what causes the problem: Swimmable 3D floors cause this bug! (Type: 2) Take this example wad. I made 3 different sectors: A: Sector with swimmable 3d floor. B ...