Your y movement is not enough!

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Sodaholic
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Re: Your y movement is not enough!

Post by Sodaholic »

WFDS *shot*
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alysiumX
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Re: Your y movement is not enough!

Post by alysiumX »

......
Spoiler:
Last edited by alysiumX on Tue Mar 04, 2008 3:58 pm, edited 1 time in total.
Sodaholic
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Re: Your y movement is not enough!

Post by Sodaholic »

@ alysiumX: It stands for 'Wait for Doom Script'.
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alysiumX
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Re: Your y movement is not enough!

Post by alysiumX »

doom script?
Sodaholic
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Re: Your y movement is not enough!

Post by Sodaholic »

It's a new zdoom language for modding that's not out yet.
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Skunk
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Re: Your y movement is not enough!

Post by Skunk »

Yeah, it's vaporware.
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alysiumX
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Re: Your y movement is not enough!

Post by alysiumX »

ok, lets try something simpler, how do i remove the plasma guns decal using the decal def?
Sodaholic
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Re: Your y movement is not enough!

Post by Sodaholic »

Have you even heard of the ZDoom Wiki?
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alysiumX
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Re: Your y movement is not enough!

Post by alysiumX »

ya i just dont quite under stand how to get the generator's exact name, would it be PlasmaBullet or whatever name it has in dehacked?
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Enjay
 
 
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Re: Your y movement is not enough!

Post by Enjay »

Definitely not whatever it says in DEHACKED. The dehacked names only exist in in dehacked and nowhere else. They are just there to help you identify the various actors when you are using dehacked. You need to use the real names as Zdoom recognises them. The correct name for Zdoom is "PlasmaBall". To get a list of all the actors in Zdoom, start the program, bring down the console and type the following:

logfile log.txt
dumpclasses actor

Then quit and read the file log.txt that has been created in your Zdoom directory.
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alysiumX
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Re: Your y movement is not enough!

Post by alysiumX »

k thx
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Kirby
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Re: Your y movement is not enough!

Post by Kirby »

Hmm, I don't know if this would work, but in realtion to your original idea you might try stopping the player from moving on the Y axis by setting the sector's gravity to zero and then cancelling the y movement using a thrust from beneath. Would that work?
Sodaholic
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Re: Your y movement is not enough!

Post by Sodaholic »

Kirby, isn't gravity on the z axis? I though that the y axis was North/South.
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TheDarkArchon
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Re: Your y movement is not enough!

Post by TheDarkArchon »

In ZDoom it is. Generally, though, gravity is on the y-axis, with the z-axis being in and out.
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solarsnowfall
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Re: Your y movement is not enough!

Post by solarsnowfall »

Back to the y axis thing... Maybe something along these lines?

Code: Select all

script 1 (void)
{
    int y;
    y = GetActorY(0);
    while(TRUE)
    {
        SetActorPosition(0, GetActorX(0), y, GetActorZ(0), 0);
        delay(1);
    }
}
That basically fixes the activator to a single y axis position, the y position it was at when it activated the script. It sounds like what you want to do is a little more complicated than that, but maybe this is a step in the direction you want?
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