Ask about ACS, DECORATE, ZScript, or any other scripting questions here!
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
Changing the height of an actor in ZScript only affect actor-to-actor collisions, correct?
If so, does that mean I have to morph an actor into another actor to change the height of collision with level architecture?
ZippeyKeys12 wrote:Is it possible to detect multiple simultaneous key-presses inside of InputProcess?
Also is it possible to register an EventHandler while the game is running? I recall seeing ZZYZX mention this, but I can't seem to figure it out.
Any help would be appreciated
EDIT: Also, is it not possible to put a constant array in a struct?
EDIT 5: Can I access a variable in an EventHandler from my StatusBar?
You can detect simulataneous key pressed with an EventHandler by keeping track of the keys you need to track as booleans (or a bitfield, if you have a very large amount of them), and testing if both of the booleans are true. The event handler should simply set and unset the booleans. You need to do this since an event handler doesn't give you which keys are pressed currently, only that they've been pressed or released.
And if i want actor thet prevent shooting, if it block line of sight of any monster?
Like, i want to smoke grenade. And i want to make it into PWAD to play with guncaster/high noon driver/demonsteel/etc. or custom monsters pack. And I too lazy and stupid to edit every actor, that potentialy can shoot me, with a_checkLOF.
What's the cleanest way to send out a hitscan from a position in 3d space? Spawning an actor to send out the hitscan seems to work nicely, but I can't figure out how to make it transfer the target to the actor that is "supposed" to have sent out the hitscan.
In definition of CanCollideWith write (Actor other, bool passive)
So if I wish make "false" to all projectile and hitscan in game, it means that must write check for all projectile/hitscan by name? Llike