Search found 1488 matches
- Mon Aug 24, 2020 10:32 am
- Forum: Scripting
- Topic: HidDest Addon script issue: Pointer conversion issue
- Replies: 2
- Views: 267
Re: HidDest Addon script issue: Pointer conversion issue
thisarmour.DrawHUDStuff(sb,self,hpl); I have no idea what the intended effect of this line even is. Which properties of what actor is this intended to display? EDIT: ThisArmour is casted as HDArmour which is a descendant of HDMagAmmo. HDMagAmmo's DrawHUDStuff function expect a descendant of ...
- Sun Aug 23, 2020 4:12 pm
- Forum: Scripting
- Topic: HidDest Addon script issue: Pointer conversion issue
- Replies: 2
- Views: 267
HidDest Addon script issue: Pointer conversion issue
Having a bit of a conundrum here. So i'm working on an addon for Hideous Destructor to add in a way to repair armor. Been working on trying to get the basic functionality working first, such as drawing the text for it on the screen, but i'm running into something that I can't quite figure out. https ...
- Thu Feb 20, 2020 12:11 pm
- Forum: Gameplay Mods
- Topic: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]
- Replies: 1408
- Views: 334895
Re: Hexen: Walpurgis [RELEASE 0.77- "Reliable Ultimate Power
This looks kickass man. I might wait for a 1.0 before giving it a try but i'll remember this one.
- Tue Feb 11, 2020 1:21 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Add con_notifytime and con_notifylines to menu.
- Replies: 1
- Views: 378
Re: Add con_notifytime and con_notifylines to menu.
Pitching a +1 onto this. I play a mod that often quite easily spams a lot of messages onto screen, and being able to more fluidly control the flow of messages, and the scaling of those would be greatly appreciated.
- Sat Dec 21, 2019 7:27 am
- Forum: Scripting
- Topic: HidDest addon issue, multiple things not working
- Replies: 4
- Views: 421
Re: HidDest addon issue, multiple things not working
Yeah alright, somehow I got really fantastically stupid and put an frandom on the pitch. The next problem i'm running into is that unloading and reloading the Unmaker's chamber is causing a Very Fatal Error, and I can't quite work out why this is happening. unload: "####" A 1 { if(!invoker ...
- Fri Dec 20, 2019 1:39 pm
- Forum: Scripting
- Topic: HidDest addon issue, multiple things not working
- Replies: 4
- Views: 421
Re: HidDest addon issue, multiple things not working
Thanks, Matt. That improved a few things. Getting closer to making it function.
I've noticed that all of the sounds for the Unmaker are consistently playing at random speeds, next. I don't understand why that is.
I've noticed that all of the sounds for the Unmaker are consistently playing at random speeds, next. I don't understand why that is.
- Thu Dec 19, 2019 4:33 pm
- Forum: Scripting
- Topic: HidDest addon issue, multiple things not working
- Replies: 4
- Views: 421
HidDest addon issue, multiple things not working
I've been continuing to work away at an addon for Hideous Destructor adding in the Unmaker, and I finally got it to the testing phase, but it absolutely doesn't work at all, and I can't figure out why. I understand the basic reason why, but not exactly why and how to fix it. File included in ...
- Mon Dec 16, 2019 3:37 pm
- Forum: Scripting
- Topic: BlockThingsIterator confusion
- Replies: 0
- Views: 208
BlockThingsIterator confusion
I'm working on a Hideous Destructor addon, and there is this chunk of code I am struggling to make work. I want the actor in question(which is a weapon if that matters) to do a line of sight and proximity check for HDBarrel and BarrelGremlin(the actor that attacks from HDBarrel) and then sets state ...
- Sat Dec 14, 2019 4:56 pm
- Forum: Scripting
- Topic: CheckProximity error: Cannot convert bool to class type
- Replies: 1
- Views: 263
CheckProximity error: Cannot convert bool to class type
Working away on another addon for Hideous Destructor and i'm running into a bizarre error i've been unable to figure out how to fix. if(CheckProximity("BFGShard" || "NecroShard",300.0,1,CPXF_ANCESTOR|CPXF_SETTARGET,plr)) { actor fragshardpointer = getpointer(AAPTR_TARGET); actor fakeshardpointer ...
- Sat Dec 14, 2019 2:20 pm
- Forum: Scripting
- Topic: ANIMDEF bad syntax problem
- Replies: 3
- Views: 678
Re: ANIMDEF bad syntax problem
Alright, that fixed it, but now I am running into a problem where the game is failing to recognize ANIMDEFS definitions.
Code: Select all
ANIMDEFS: Can't find FGEMA0
ANIMDEFS: Can't find EYESITEC
ANIMDEFS: Can't find EYESITED
ANIMDEFS: Can't find EYESITEU
ANIMDEFS: Can't find EYESITEL
ANIMDEFS: Can't find EYESITER
- Fri Dec 13, 2019 5:59 pm
- Forum: Scripting
- Topic: ANIMDEF bad syntax problem
- Replies: 3
- Views: 678
ANIMDEF bad syntax problem
According to the wiki, setting up a warping texture is supposed to be as simple as WARP texture|flat followed by the name, and then pic+tic definitions. However, that is not happening to me. No matter where I put the WARP keyword in the setup, I am handed a Bad Syntax error. Texture EYESITEC ...
- Wed Dec 11, 2019 4:20 pm
- Forum: Scripting
- Topic: How to set AAPTR via actor pointer?
- Replies: 1
- Views: 295
How to set AAPTR via actor pointer?
I'm continuing to work on another project, but i'm a bit vexed because I need to access an AAPTR, particularly target, in a nonstandard manner. What i'm trying to figure out is, is there a way to set an AAPTR pointer via a normal actor pointer?
- Wed Dec 04, 2019 11:01 am
- Forum: Scripting
- Topic: HidDest scripting issue(backpack index issue)
- Replies: 1
- Views: 198
HidDest scripting issue(backpack index issue)
I'm trying to add something for my gear crate addon for Hideous Destructor that makes it so that weapons and inventory items that are not usually placeable into a backpack(In other words, items that are lacking bfitsinbackpack ) can still be put into the Gear Crate. However, i've been utterly unable ...
- Tue Nov 26, 2019 12:27 pm
- Forum: Scripting
- Topic: Weapon.a_lower call VM abort
- Replies: 3
- Views: 324
Re: Weapon.a_lower call VM abort
Is the weapon being taken away during its A_Lower state? I seem to recall that's something that used to work, but now causes an abort instead. ...I am using DropInventory. I guess I need to make a new seperate state for it. let me try something. EDIT: Fixed and it was much easier than I thought ...
- Mon Nov 25, 2019 7:31 pm
- Forum: Scripting
- Topic: Weapon.a_lower call VM abort
- Replies: 3
- Views: 324
Weapon.a_lower call VM abort
Run into a new problem with the gear crate addon i've been working on for Hideous Destructor, where when you pick up the gear crate and try to switch weapons, instead of dropping the crate out of inventory as intended, you're handed a VM abort. https://imgur.com/jj5HJRc I can't really make any sense ...