Search found 43 matches
- Sun Feb 12, 2006 8:07 am
- Forum: Editing (Archive)
- Topic: Troubling Scripting
- Replies: 7
- Views: 280
- Sun Feb 12, 2006 7:49 am
- Forum: Editing (Archive)
- Topic: Troubling Scripting
- Replies: 7
- Views: 280
Hmmm. ThingCount(Type,TID); would be the way i'd do it.
Code: Select all
#include "zcommon.acs"
script 1 open
{
if (Thingcount(0,213) == 0) // if the actor with TID 213 dies
{
GiveInventory("Armor",5); // give player 5% armor
}
Delay(1);
restart;
}
- Thu Oct 13, 2005 8:37 pm
- Forum: Editing (Archive)
- Topic: HUD Radar
- Replies: 16
- Views: 1888
- Thu Oct 13, 2005 10:29 am
- Forum: Editing (Archive)
- Topic: HUD Radar
- Replies: 16
- Views: 1888
That one's pretty cool, too. Seems more useful for important objectives, while the other radar just brings up things that are nearby. Though is there any way to increase the range of Richard213's radar at all, to make it a bit more useful for finding things? Heh, you just gave me an idea for the ...
- Wed Oct 12, 2005 5:32 pm
- Forum: Editing (Archive)
- Topic: ACS Prefab Database
- Replies: 255
- Views: 25946
I got a prefab for ya How to use my HUD radar http://forum.zdoom.org/potato.php?p=178034#178034 Ok lets get started Step 1: http://solarsnow.drdteam.org/Radar.rar << download this Step 2: When scripting include the acs file inside that RAR Ex. #include "<dir>/radar.acs" <dir> being the directory ...
- Wed Oct 12, 2005 5:00 pm
- Forum: Editing (Archive)
- Topic: HUD Radar
- Replies: 16
- Views: 1888
- Wed Oct 12, 2005 4:46 pm
- Forum: Editing (Archive)
- Topic: HUD Radar
- Replies: 16
- Views: 1888
HUD Radar
Well i've been getting a few ppl asking me to make a HUD radar. So i did and thanks to solarsnowfall for provided the GFX and hosting. Thanks man How to use the radar can be found here. http://forum.zdoom.org/potato.php?p=178053#178053 Have fun :wink: Edit: New version out. http://solarsnow.drdteam ...
- Sun Oct 09, 2005 5:46 pm
- Forum: Editing (Archive)
- Topic: [Big Concept Map] The RPG Engine - Not dead yet!
- Replies: 173
- Views: 16504
- Sun Oct 09, 2005 3:28 pm
- Forum: Editing (Archive)
- Topic: My radar
- Replies: 16
- Views: 826
Very nice, this is the sort of thing that we need in real life, it beats a 'YOU ARE HERE' sign. It's just a shame it doesn't come with little labels. Still, thinking realisticly (in a doom sense) that is excellent. I bet it uses GetActor stuff combined with... ...Nah, you can't have done it the way ...
- Sun Oct 09, 2005 3:04 pm
- Forum: Editing (Archive)
- Topic: My radar
- Replies: 16
- Views: 826
- Sun Oct 09, 2005 1:06 pm
- Forum: Editing (Archive)
- Topic: My radar
- Replies: 16
- Views: 826
- Sun Oct 09, 2005 12:21 pm
- Forum: Editing (Archive)
- Topic: My radar
- Replies: 16
- Views: 826
My radar
ACS is unstoppable 
- Mon Sep 26, 2005 12:10 am
- Forum: Editing (Archive)
- Topic: const
- Replies: 9
- Views: 421
const
What is const: command for?
- Sun Aug 21, 2005 6:45 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: More mathimatical functions.
- Replies: 3
- Views: 446
More mathimatical functions.
Considering the fact that zdoom has sin and cos, why isnt there tan? And why not expand that even further with more functions such as Atan, Atan2, Asin, Acos, and what ever else I forgot. 
- Sat Aug 20, 2005 7:17 pm
- Forum: Editing (Archive)
- Topic: math problem
- Replies: 9
- Views: 576
@David Ferstat: Thanks for the help heh, your methods are more understandable then mine yet i'm still getting the same problem. :? EDIT: it seems that adding _cos and _sin from the radar wad works fine O_o function int _cos (int angle) { angle %= 1.0; if (angle < 0) angle += 1.0; if (angle > 0.5 ...