Search found 13 matches
- Mon Apr 11, 2016 9:53 am
- Forum: Editing (Archive)
- Topic: Anything wrong here?
- Replies: 10
- Views: 613
Re: Anything wrong here?
From the wiki: "Spawn numbers should not be confused with DoomEd numbers. An actor may have a SpawnID, or a DoomEd num, or both, or neither." You defined the Mancubus replacement DoomEd number as 67, not his spawnid. Your script should work fine if you add "spawnid 67" to the monster's properties ...
- Tue Mar 22, 2016 7:28 am
- Forum: Editing (Archive)
- Topic: Projectile spawns projectile when hitting actor but...
- Replies: 2
- Views: 259
Re: Projectile spawns projectile when hitting actor but...
What I'd do is make the projectile with +THRUACTORS and have it spawn an invisible projectile with negligible speed every tic, and they also only last for 1 tic. Then you can do what you need to in the projectiles' death state (and HITTRACER and similar flags from 2.8.1 can be useful here too)
- Thu Feb 25, 2016 2:31 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: SBARINFO: IsSelectedInventory Block
- Replies: 1
- Views: 406
Re: SBARINFO: IsSelectedInventory Block
I literally just came here to suggest the exact same thing. This would be amazing for custom inventory bars and adjusting other status bar commands based on the currently selected item. Since the "invquery" console command already exists, I assume this wouldn't be all too difficult to implement.
- Sat Feb 20, 2016 8:34 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: PowerDrain flexibility additions: strength and mode
- Replies: 3
- Views: 622
Re: PowerDrain flexibility additions: strength and mode
Since the quantity given depends on the damage done, this would probably be most useful for a "receive 25% of damage dealt as mana" type of thing. Monster kills should typically be scored by their relative strength, which is going to depend heavily on the monster. (A "catch-all" system based on the ...
- Tue Feb 16, 2016 6:17 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: PowerDrain flexibility additions: strength and mode
- Replies: 3
- Views: 622
PowerDrain flexibility additions: strength and mode
Currently, PowerDrain is hardcoded to return half of all damage dealt as health directly to the player. It would be very useful for any kind of scoring system to be able to "drain" something other than health , namely an inventory item; normally this is being done by A_GiveToTarget when monsters are ...
- Thu Jan 28, 2016 8:21 pm
- Forum: Editing (Archive)
- Topic: Remapping the chat sound to a player sound?
- Replies: 6
- Views: 650
Re: Remapping the chat sound to a player sound?
First, I tried to alias "misc/chat" to a player sound, such as *fist. What happens is the default doom fist sound is played, even if I defined *fist This is because the chat sound isn't played by a player but by the UI instead. Right - and the example I mentioned of pickup sounds have the player as ...
- Thu Jan 28, 2016 5:19 pm
- Forum: Editing (Archive)
- Topic: Remapping the chat sound to a player sound?
- Replies: 6
- Views: 650
Re: Remapping the chat sound to a player sound?
Alright, I thought so. Thanks for the reply. I was hoping I could pull something hacky for this to work since pickup sounds and such can be specified as *playersound and work properly for different classes...edward850 wrote:No. There is no possible way you could do that. Sounds are statically defined for a start.
- Thu Jan 28, 2016 5:11 pm
- Forum: Editing (Archive)
- Topic: Remapping the chat sound to a player sound?
- Replies: 6
- Views: 650
Re: Remapping the chat sound to a player sound?
In http://zdoom.org/wiki/Predefined_sounds you can find this: misc/chat dsradio // Doom 2 chat sound misc/chat2 dstink // Chat sound for everything else Copy these into a new lump called SNDINFO. Replace the soundnames with the ones you want. For example, replace dsradio with dssecret. http://i ...
- Thu Jan 28, 2016 12:01 pm
- Forum: Editing (Archive)
- Topic: Remapping the chat sound to a player sound?
- Replies: 6
- Views: 650
Remapping the chat sound to a player sound?
I've tried this in several different ways with no luck. First, I tried to alias "misc/chat" to a player sound, such as *fist. What happens is the default doom fist sound is played, even if I defined *fist as a different sound for the classes I use. Then I tried using $playercompat but quickly ...
- Wed Nov 25, 2015 9:07 pm
- Forum: Editing (Archive)
- Topic: Monsters can be given armor, but not armor bonuses? [SOLVED]
- Replies: 2
- Views: 490
Re: Monsters can be given armor, but not armor bonuses?
What I'm trying to do is give my monster an amount of armor for each enemy he hits with his attack (via A_GiveToTarget on the projectiles' appropriate death states) which is why I wanted the value flexibility of armor bonuses. Using CustomInventory does seem like a reasonable solution and I could ...
- Wed Nov 25, 2015 12:15 pm
- Forum: Editing (Archive)
- Topic: Monsters can be given armor, but not armor bonuses? [SOLVED]
- Replies: 2
- Views: 490
Monsters can be given armor, but not armor bonuses? [SOLVED]
I'm not sure if this is the intended behavior or not. All I can find on the wiki is that monsters can use armor if it is given to them by a script, and I assume by DECORATE as well via A_GiveInventory. It is easy to see that the monster will function with the given armor pickup (such as Blue Armor ...
- Fri Apr 06, 2012 10:20 am
- Forum: Editing (Archive)
- Topic: Ripper projectiles: need some help
- Replies: 0
- Views: 89
Ripper projectiles: need some help
After I noticed that my monster's ripper attack was getting blocked by any monster in Skulltag's Invasion gamemode (where monsters never damage each other by projectile attacks, as if they all belonged to one species), I tested it in ZDoom and it still gets blocked by any monster of the same kind. I ...
- Fri Apr 06, 2012 10:08 am
- Forum: Editing (Archive)
- Topic: Trying to emulate the Inquisitor's grenade attack
- Replies: 24
- Views: 2049
Re: Trying to emulate the Inquisitor's grenade attack
For the 'smart grenade' attack, couldn't it be done with A_JumpIfCloser and then creating several attack states using A_CustomMissile with a different angle and pitch?