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Rifleman

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About Rifleman

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  1. Not sure how it's done through line actions, but you could set the line to run a script like this: script "ForceFieldDown" (void) { Line_SetBlocking(line_tag, 0 , 6); //removes player and monster block SetLineTexture(line_tag, LINE_FRONT, TEXTURE_MIDDLE, "-"); //removes the middle textures SetLineTexture(line_tag, LINE_BACK, TEXTURE_MIDDLE, "-"); }
  2. Hi guys, I need some advice. Tried to search, tried using AI, but no dice. I'm sure some genius here will know right away...:) First, I see code like this a lot, where a random number is generated using the name of the class and I don't get how it works, what numbers are 'being used' to pick. A piece of Heresiarch's code as an example: void A_StopBalls() { int chance = random[Heresiarch](); args[3] = SORC_STOPPING; // stopping mode args[1] = 0; // Reset rotation counter if ((args[0] <= 0) && (chance < 200)) { StopBall = "SorcBall2"; // Blue } else if((health < (SpawnHealth() >> 1)) && (chance < 200)) { StopBall = "SorcBall3"; // Green } else { StopBall = "SorcBall1"; // Yellow } } And second, again using Heresiarch's code - is there a way to use this function, but set the z offset to spawn the projectile higher? mo = parent.SpawnMissileAngle(cls, ang1, 4.); I know there is SpawnMissileAngleZ function, but there is no description on the wiki and I am not sure it's supposed to do what I think. No matter what I set the first argument of it to, I see no projectiles in game. Thanks in advance for any help!
  3. Found this interesting skybox and just had to use it somewhere :) EDIT: here you go - credits to Mr.Who at gamebanana.com skybox.zip
  4. In addition to what kalensar posted, you can also add Weapon.SlotNumber x property to the gun.
  5. Magical Ettin Phantom. Lower half is made of particles, so I had to make a gif to show it moving - there is none of the 'shimmer' in game. Static sprite for comparison (made with editor - there are no lower half sprites after all). Gave it +FLOAT and Lost Soul attack - looks cool when charging, leaving a trail and changing particle colour to red :)
  6. Besides floors above other floors, I use it for actual portals and non-Euclidian spaces. Like entering a small box that is massive inside. Made a short portal video a few years back when I was first trying this out. In one map I also used it for a small mirror maze, combining it with mirrored walls. EDIT: found a video of the maze from when I worked on it. The map itself is part of this WAD, MAP32 I think.
  7. MOVEWITHSECTOR flag should do just what you're asking for, if I'm not mistaken.
  8. A respite from all the action - solve the puzzle in 3 minutes or melt. :)
  9. Check the trigger of the script, you may have it calling the wrong script name.
  10. As long as you have the pictures, it's as simple as this: https://zdoom.org/wiki/GLDEFS#Skybox_definitions. Getting those is another thing. Some you can find on the web though.
  11. In the editor under Things/Sector actions you can find Actor enters/leaves sector. Put them in a sector and make them run a script. Or use linedefs to do the same. I used a script like this: int musicVolume = 1.0; Script "Music03" (void) { while(musicVolume > 0) { musicVolume -= 0.025; SetMusicVolume(musicVolume); Delay(1); } SetMusic("D_MAP03"); while(musicVolume < 1.0) { musicVolume += 0.025; SetMusicVolume(musicVolume); Delay(1); } }
  12. Well, I dunno how to do it with events, so I would be grateful for pointers/guide/WAD to learn from. I tried playing around with ZScript Status bar but can't crack it. In the meantime, I managed to partially resolve it by having the LineTrace HitActor call the script and then I use GetActorClass().
  13. Hi everyone, is it possible to pass a string to an ACS script? I have these two pieces of code and they work nicely together: But I would like to replace the 'enemy health' string with monster name, but AFAIK A_NamedExecute() only accepts integers as arguments; is there a way? Or way around it? Thanks!
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