Search found 43 matches

by Richard213
Sun Feb 12, 2006 8:07 am
Forum: Editing (Archive)
Topic: Troubling Scripting
Replies: 7
Views: 280

Yeah that works too :P
by Richard213
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;
}
by Richard213
Thu Oct 13, 2005 8:37 pm
Forum: Editing (Archive)
Topic: HUD Radar
Replies: 16
Views: 1888

Oh by the way, if yall havn't noticed, I updated it.
by Richard213
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 ...
by Richard213
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 ...
by Richard213
Wed Oct 12, 2005 5:00 pm
Forum: Editing (Archive)
Topic: HUD Radar
Replies: 16
Views: 1888

KingofFlames wrote:that's pretty awesome! :thumb:, but I found a bug, Summoned things don't show up on the radar.
Heh thats becuase it has to be based off Thing IDs
by Richard213
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 ...
by Richard213
Sun Oct 09, 2005 5:46 pm
Forum: Editing (Archive)
Topic: [Big Concept Map] The RPG Engine - Not dead yet!
Replies: 173
Views: 16504

I'd like to help with codeing if thats alright
by Richard213
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 ...
by Richard213
Sun Oct 09, 2005 3:04 pm
Forum: Editing (Archive)
Topic: My radar
Replies: 16
Views: 826

I can but dont feel like doing it now heh
by Richard213
Sun Oct 09, 2005 1:06 pm
Forum: Editing (Archive)
Topic: My radar
Replies: 16
Views: 826

In do time my friend...just wait :wink:
by Richard213
Sun Oct 09, 2005 12:21 pm
Forum: Editing (Archive)
Topic: My radar
Replies: 16
Views: 826

My radar

ACS is unstoppable 8-)
by Richard213
Mon Sep 26, 2005 12:10 am
Forum: Editing (Archive)
Topic: const
Replies: 9
Views: 421

const

What is const: command for?
by Richard213
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. :wink:
by Richard213
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 ...

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