Search found 329 matches
- Sun Nov 30, 2025 11:11 pm
- Forum: Scripting
- Topic: Want to create an icon above resurrected monster's heads
- Replies: 4
- Views: 77
Re: Want to create an icon above resurrected monster's heads
I'm sorry but I'm very rusty when it comes to ZScript, it's been several years since I last did something in it. Also busy right now.
- Thu Nov 27, 2025 10:37 pm
- Forum: Creation, Conversion, and Editing
- Topic: WadFusion — simple IWAD merge utility
- Replies: 8
- Views: 1495
Re: WadFusion — simple IWAD merge utility
I've asked the author of WadSmoosh to support loading IWADs from a user specified directory rather then from the application directory, but he rejected the idea. Can you please add this in your fork? This would make using the tool much more convenient. Thanks!
- Thu Nov 27, 2025 10:28 pm
- Forum: Gameplay Mods
- Topic: Relighting v4.0165b - blurry shadows w/ rlassets
- Replies: 598
- Views: 152082
Re: Relighting v4.0165b - blurry shadows w/ rlassets
Where are the links to the fork? There are none in the OP.
- Thu Nov 27, 2025 9:26 pm
- Forum: Scripting
- Topic: Want to create an icon above resurrected monster's heads
- Replies: 4
- Views: 77
Re: Want to create an icon above resurrected monster's heads
How does your weapon resurrect?
Create a new actor for the icon, make it continuously warp to the monster above it. Depending on how you resurrect you might not need any advanced features like event handlers.
Create a new actor for the icon, make it continuously warp to the monster above it. Depending on how you resurrect you might not need any advanced features like event handlers.
- Thu Nov 27, 2025 2:07 am
- Forum: Creation, Conversion, and Editing
- Topic: zt-bcc: Maintained BCC fork - v0.10.0 alpha 8
- Replies: 16
- Views: 7516
Re: zt-bcc: Maintained BCC fork - v0.10.0 alpha 8
Oh, so it is not actually for raw memory manipulation? It is to dynamic arrays.
- Wed Nov 26, 2025 1:16 am
- Forum: Creation, Conversion, and Editing
- Topic: zt-bcc: Maintained BCC fork - v0.10.0 alpha 8
- Replies: 16
- Views: 7516
Re: zt-bcc: Maintained BCC fork - v0.10.0 alpha 8
May I ask you something? I don't quite get it why are there memory manipulation functions like `alloc()` or `memcpy()`?
- Fri Nov 21, 2025 6:08 am
- Forum: Scripting
- Topic: Does the RealGibs Actor do anything any more?
- Replies: 6
- Views: 182
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: 6
- Views: 182
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: 5
- Views: 193
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: 6
- Views: 182
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: 17
- Views: 413
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: 17
- Views: 413
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: 17
- Views: 413
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: 12530
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: 31519
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.