TNT1 A 0 A_JumpIfInventory("InventoryItem", 1,"ItemState") //[DoomKrakken]: If the caller has at least one "InventoryItem" in his inventory, then it jumps to "ItemState" Goto NoItemState //[DoomKrakken]: If not, then it goes to this other state.
Re: The "How do I..." Thread
Posted: Thu Oct 26, 2017 5:48 pm
by BigProjectAlone
I just asked, i did'nt meant to be disturbing.. =/ Thank you for the answer i will work with that and try fixing.
Re: The "How do I..." Thread
Posted: Thu Oct 26, 2017 6:03 pm
by DoomKrakken
No problem.
Re: The "How do I..." Thread
Posted: Thu Oct 26, 2017 7:07 pm
by BigProjectAlone
DoomKrakken wrote:No problem.
Problem solved btw !! thank you very much i don't know why i did'nt think about that.. it was so simple to fix.
Re: The "How do I..." Thread
Posted: Fri Oct 27, 2017 12:06 am
by SoundOfDarkness
I'm trying again...
I have 2 questions.
1. How to make it that a point blank kill with the super shotgun always gibs the enemy?
2. More or less the same for quad damage. I want enemies to gib when killed while quad damage is active. I already realized that adding +EXTREMEDEATH to the powerup doesn't work.
Re: The "How do I..." Thread
Posted: Fri Oct 27, 2017 1:29 am
by wardust
Hi! I'm doing a pack of HD textures for Heretic. I think everything it's ok but when i play in a custom map, with some custom textures (Ex: Curse of disparil) the extra textures in the wad don't recognice the HD ones in the pk3.
1. How to make it that a point blank kill with the super shotgun always gibs the enemy?
2. More or less the same for quad damage. I want enemies to gib when killed while quad damage is active. I already realized that adding +EXTREMEDEATH to the powerup doesn't work.
Telepaths on vacation. What enemy and what shotgun? Monster with tier higher than pinky, baron/revenant/knight/cyberdemon/bruiser/afrit/etc, do not have extreme death sprite/state.
Why every time i update gzdoom, decorate code that work perfectly at previous version start glitch and break apart?
Script error, "weapon.pk3:code/lasergun.dec" line 52: Unsafe state call in state sci-fi_weapon.21 which accesses user variables, reached by sci-fi_weapon.Fire.
And how make actor, which prevent monsters from see/shooting at player/another monster? Try to make smoke grenade. I try all flag related to attack-defence-physics, no one hide me.
Re: The "How do I..." Thread
Posted: Mon Oct 30, 2017 2:28 pm
by Wiw
Is there a way to make a skybox that moves relative to the player position other than stacked portals?
Re: The "How do I..." Thread
Posted: Mon Oct 30, 2017 2:34 pm
by Gutawer
You can move the skybox in the game world relative to a point in the playing space, and a subsequent point in the skybox space, but any method to do that is unfortunately going to be non-multiplayer friendly, due to the everything-must-sync nature of the netcode.
Re: The "How do I..." Thread
Posted: Mon Oct 30, 2017 11:28 pm
by DoomKrakken
SoundOfDarkness wrote:I'm trying again...
I have 2 questions.
1. How to make it that a point blank kill with the super shotgun always gibs the enemy?
2. More or less the same for quad damage. I want enemies to gib when killed while quad damage is active. I already realized that adding +EXTREMEDEATH to the powerup doesn't work.
1. Use A_JumpIfCloser to set the desired distance and have the bullet attack that's launched from the jumped-to state use puffs that have DamageType "Extreme" or have the EXTREMEDEATH flag.
2. Have the weapon jump to a state (when Quad Damage is active) where it fires special puffs that have DamageType "Extreme" or have the EXTREMEDEATH flag.
1.A_killmaster and a_damagemaster dont work on "master" without +shootable flag, but cheat "kill monsters" still kill such monster. Is there are anything that I can do with this, except deal with it?
2. Projectile attack at hitbox actor dont deal any damage. Even ripper projectile enter to death state without applying any damage. Only projectile with damage more than 150 start deal 5-6 damage. But explosive and hitscan damage as expected. Whats wrong? "Shootable" and "solid" flag works apart, I checked it out on another actors. Why then in this situation, "shootable nonsolid actor inside solid nonshootable actor", it start glitch?
I am not really keen to asking people this especially on Doom forums since I have a pretty bad experience but, I would like to know if there's anyway to store a variable based on where the player spawns, okay so here's the scenario, I have Randomplayerstarts defined in mapinfo for 1 map I have player starts I need to utilise ACS in order to A. At the start of the game store a variable that tells it which spawn the player has spawned B. Use that variable with an if statement to determine if it should remove certain line blocking
I actually only need that A part, everything is smooth sailing from there but I just can't seem to wrap my head around how to do it even though it should be 100% possible.