Search found 323 matches
- Fri Nov 21, 2025 6:08 am
- Forum: Scripting
- Topic: Does the RealGibs Actor do anything any more?
- Replies: 5
- Views: 103
Re: Does the RealGibs Actor do anything any more?
I have no desire to argue with anyone. I've read through your comments, and they do not align with the code, and I have no energy to correct them.
- Fri Nov 21, 2025 5:07 am
- Forum: Scripting
- Topic: Does the RealGibs Actor do anything any more?
- Replies: 5
- Views: 103
Re: Does the RealGibs Actor do anything any more?
This doesn't match the linked code. `GenericCrush` isn't used if `Crush` is defined and will never be used if the actor is a player or doesn't bleed. So assuming we have a corpse of a player, the next branch is only executed if the `Crush` state sequence is defined on the actor, effectively, and it ...
- Fri Nov 21, 2025 1:36 am
- Forum: Scripting
- Topic: Two quick questions about actor flags
- Replies: 2
- Views: 111
Re: Two quick questions about actor flags
When a monster moves, it more or less teleports to the next spot in the chosen direction. That's why the monster in your test doesn't get killed from dropping off the stair step. Its vertical velocity remains 0, and the code you linked to only gets involved if the actor has negative vertical velocity.
- Fri Nov 21, 2025 1:28 am
- Forum: Scripting
- Topic: Does the RealGibs Actor do anything any more?
- Replies: 5
- Views: 103
Re: Does the RealGibs Actor do anything any more?
The conditions for placing the gibs actor are as follows: * The actor is eligible for gibing at all (is not marked as `+DONTGIB`, etc). * The actor doesn't have both `Crush` and `GenericCrush` states, or they all do not have sprites. This is simplified, because the code repeatedly sets the `state ...
- Thu Nov 20, 2025 8:31 pm
- Forum: Scripting
- Topic: Actor make a sound when player walks through it - how?
- Replies: 12
- Views: 264
Re: Actor make a sound when player walks through it - how?
How exactly was it not reliable? I've done similar things in the past in just Decorate in Skulltag of all ports, so I'm genuinely curious, because if I had any problems with my approach, I'd never suggest it. However, I also just remembered how I did mines in the past, and one implementation was a ...
- Thu Nov 20, 2025 8:55 am
- Forum: Scripting
- Topic: Actor make a sound when player walks through it - how?
- Replies: 12
- Views: 264
Re: Actor make a sound when player walks through it - how?
The code the LLM gave you is overly complicated. I'm somewhat rusty, but if I were you, I'd just make the actor a monster with only a melee attack, `-SOLID`, `+INVULNERABLE`, `-COUNTKILL`; the range of the attack and sight range is set to slightly less range than its radius so that you'd need to ...
- Thu Nov 20, 2025 1:34 am
- Forum: Scripting
- Topic: Actor make a sound when player walks through it - how?
- Replies: 12
- Views: 264
Re: Actor make a sound when player walks through it - how?
Do you want it to work only for the player passing over? Or any actor? Does it have to trigger for several at once?
- Tue Nov 18, 2025 4:58 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [BETA] Zombie Horde 2
- Replies: 8
- Views: 12398
Re: [BETA] Zombie Horde 2
Hey, Fused, I'm looking forward to playing ZH again! Do you know the times when the server(s) are populated?
- Fri Nov 14, 2025 1:27 am
- Forum: Script Library
- Topic: [Coding] Smooth fluids
- Replies: 46
- Views: 31397
Re: [Coding] Smooth fluids
Is it just me or the video doesn't work? Just a black rectangle and nothing else, no usual things like context menu and such.
- Mon Aug 26, 2024 9:33 am
- Forum: Scripting
- Topic: ZScript: Randomized monster skins
- Replies: 5
- Views: 658
Re: ZScript: Randomized monster skins
Also, wouldn't it be easier to just spawn variants of monster that are just actors that inherit from their main variant? Nope. In certain cases it's not possible to make "too smooth" animations w/o altering the behavior of the actor if you go with subclassing and even if it is, rearranging all the ...
- Sun Aug 25, 2024 11:06 pm
- Forum: Scripting
- Topic: ZScript: Randomized monster skins
- Replies: 5
- Views: 658
Re: ZScript: Randomized monster skins
I'd been working on a skin system, a generic skin system for all non-player actors. It worked by overriding the sprite to be rendered of an actor with a different one, you define your skin as a separate actor with the desired look, and as long as your state sequences matched in total length the ones ...
- Sun Feb 18, 2024 11:29 pm
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1056
- Views: 419772
Re: Ultimate Doom Builder
I think the order should start with the GZDoom assets, IWAD, and then any customizations take place.
- Fri Feb 09, 2024 4:00 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [BETA] Zombie Horde 2
- Replies: 8
- Views: 12398
Re: Zombie Horde 2 - Devbuild v0.1.0
Great job! Hope to play this with you someday! Best of luck!
- Fri Feb 09, 2024 1:24 am
- Forum: Gameplay Mods
- Topic: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
- Replies: 147
- Views: 45097
Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
I have a question: how can I make per mod/game HUD configuration?
- Wed Feb 07, 2024 2:54 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Can we have a +NEVEREVERMOVE Flag?
- Replies: 11
- Views: 2797
Re: Can we have a +NEVEREVERMOVE Flag?
No, it's you who is misunderstanding. You apply the thrust indiscriminately right now. I suggested that you do not do that and filter out unwanted things, yet you dismissed the suggestion w/o even really considering it, because even after I told you there is no need to check each individual actor in ...