Jarewill's Miscellaneous Code Shack

Post your example zscripts/ACS scripts/etc here.
Forum rules
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.
Jarewill
 
 
Posts: 1821
Joined: Sun Jul 21, 2019 8:54 am

Jarewill's Miscellaneous Code Shack

Post by Jarewill »

I've been meaning to make this thread for a long while now, well no better time for that than now.
I welcome any stray souls to my....
CODE SHACK

Over the years of modding Doom I have been making various little things with no intent of doing anything with them other than just to have fun.
Many of those things are just sitting on my hard drive and rotting away and I figured maybe there's someone out there that might find a use for them.
So, without any further ado, here's the link to the folder:
[DOWNLOADS]
Spoiler: As for the contents....
Right now it might not be a lot, but my mod folder is quite big, so I plan on expanding this list whenever I scavenge something interesting there.

Oh stray soul of the Script Library subforum, I hope you find any of my wares of use.
And if any issues come up, please let me know and I will try to fix them as fast as I can.
Last edited by Jarewill on Thu May 16, 2024 12:46 pm, edited 1 time in total.
Jarewill
 
 
Posts: 1821
Joined: Sun Jul 21, 2019 8:54 am

Re: Jarewill's Miscellaneous Code Shack

Post by Jarewill »

I come with an update.

The gun emplacements and Amnesia doors files have been updated to include little usage tutorials (readme.txt) that explain how to use the code and add to it.
The Amnesia doors also saw an update to give more freedom when placing them with three new variables: Opening angle, door health and door lock.
I also brought another bit of code: A block and parry system, more information above.
User avatar
Brohnesorge
Posts: 495
Joined: Sat Oct 08, 2016 9:10 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Win10
Graphics Processor: nVidia with Vulkan support

Re: Jarewill's Miscellaneous Code Shack

Post by Brohnesorge »

this is immensely helpful, especially the guided rocket stuff, I thank you for taking the time
Jarewill
 
 
Posts: 1821
Joined: Sun Jul 21, 2019 8:54 am

Re: Jarewill's Miscellaneous Code Shack

Post by Jarewill »

Brohnesorge wrote: Sun May 12, 2024 12:18 am this is immensely helpful, especially the guided rocket stuff, I thank you for taking the time
I am glad to be of help!

I bring one more piece of code with me today.
I wrote it yesterday for a friend, but plans have changed so with his blessing I'm putting this here.
The code in question allows you to define two player classes and switch between them at will. (Default bind: G)
It's pretty experimental and might have some issues, so report any if found! More information above.
painedanomaly
Posts: 8
Joined: Sat Aug 24, 2024 5:20 pm
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia (Modern GZDoom)

Re: Jarewill's Miscellaneous Code Shack

Post by painedanomaly »

I definitely like the SwapClass.wad, but I was wondering if there was some way to have the health carry over between the two? It'd make it a bit overpowered if you swap while you're already low, and instantly be at 100HP again.
Jarewill
 
 
Posts: 1821
Joined: Sun Jul 21, 2019 8:54 am

Re: Jarewill's Miscellaneous Code Shack

Post by Jarewill »

painedanomaly wrote: Thu Dec 05, 2024 2:26 am I definitely like the SwapClass.wad, but I was wondering if there was some way to have the health carry over between the two? It'd make it a bit overpowered if you swap while you're already low, and instantly be at 100HP again.
Oh that's a simple fix, just change the order of the health setting from player.health=swap.health; to swap.health=player.health;

Return to “Script Library”