Basically, if you stop moving for X seconds/tick, degenerate health by Y. Moving into a wall doesn't count as moving, so you have to actually be pressing some kind of input. Hopefully, the X and Y could be configurable by server admin/cvars.
[ACS] Hot Foot Degeneration
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: [ACS] Hot Foot Degeneration
Something like this?
- Attachments
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- HotFoot.wad
- (1.57 KiB) Downloaded 77 times
Re: [ACS] Hot Foot Degeneration
Thank you so much for taking the time so far, unfortunately, I get the error Unknown keyword 'AddOptionMenu'
Re: [ACS] Hot Foot Degeneration
That's odd.
You might have to edit the MENUDEF (or remove it) to make it work.
Though it should work as it is.
Maybe you are using an older version of GZDoom?
You might have to edit the MENUDEF (or remove it) to make it work.
Though it should work as it is.
Maybe you are using an older version of GZDoom?
Re: [ACS] Hot Foot Degeneration
I apologize, I actually need this for Zandronum. I forgot to add that to the original message x{.
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Re: [ACS] Hot Foot Degeneration
Same advice applies, Zandronum is based on a very old version of GZDoom that doesn't support that MENUDEF option.
Re: [ACS] Hot Foot Degeneration
I don't actually need a menu, especially if that is the hurdle.
Re: [ACS] Hot Foot Degeneration
Would removing that make it work for Zandronum?Jarewill wrote:That's odd.
You might have to edit the MENUDEF (or remove it) to make it work.
Though it should work as it is.
Maybe you are using an older version of GZDoom?