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Oh WOW, thanks for making me realize I'd coded so much redundancy with regards to dynamically altering properties temporarily and restoring it to the defaults at a later time!
Well, not exactly how do I zscript, but zscript related...
How do I make it so the actors definde in zscript appear as the same as the actors defined in decorate? I assigned doomed numbers in mapinfo, even created "blank" actors in decorate so I can classify and sort them, but I can only show sprite with this. Most of my items and weapons use voxels/models, so I want to see voxels or models in editor also. Is is possible with zscript?
Better said, the decorate defined actors appear in editor with their spawn frame. Sprite/model/voxel either. The zcsript actors appear only as blank/missing icon, and all sorted under "user defined" section, when defined with doomed numbers in mapinfo. How do I make them appear in my sections? Is this possible? Should I make a feature suggestion?
ramon.dexter wrote:Well, not exactly how do I zscript, but zscript related...
How do I make it so the actors definde in zscript appear as the same as the actors defined in decorate? I assigned doomed numbers in mapinfo, even created "blank" actors in decorate so I can classify and sort them, but I can only show sprite with this. Most of my items and weapons use voxels/models, so I want to see voxels or models in editor also. Is is possible with zscript?
Better said, the decorate defined actors appear in editor with their spawn frame. Sprite/model/voxel either. The zcsript actors appear only as blank/missing icon, and all sorted under "user defined" section, when defined with doomed numbers in mapinfo. How do I make them appear in my sections? Is this possible? Should I make a feature suggestion?
Assuming you are using GZDB bugfix, it could be that the GZDoom.pk3 is not added as resource to your wad in the editor. I had the same issue some while ago when I converted some of my Decorate actors to ZScript (sprites only, no models or voxels). Beware that if this is indeed the issue, you add the resource with the option "exclude this resource from testing parameters" checked, otherwise GZDoom will throw errors.
Though it's worth noting that if you need the angle from an actor to another actor, you should really use AngleTo (that also goes for getting the distance/vector to another actor - use Distance2/3D and Vec2/3To, respectively) since its portal aware.
I figured it'd save some performance not spawning intermediate actors just to measure to, but portal awareness is a really good point. Thanks for both the formula (wasn't sure if there was some faster built in method) and the tip.
kodi wrote:Is it possible to make a 3d model actor that billboards to view just like a sprite?
Short answer: no.
Long answer: It makes no sense. Billboarding is just an attempt to place a 2D object in 3D space while ensuring it can adjust to the actual viewpoint.
A model is already 3D so any vertex will have a well defined 3D coordinate associated with it, regardless from where you look at it.
@graf
I understand that. The idea was to cheat around sprite name limitations. For a weapon at least I should be able to use a non-existent BLAP A 1 frame for every single muzzle flash frame for every weapon and then use modeldefs to apply a flat plane 3d model with long name textures of my choice for each of them. Or that was the idea; I've not tried it.