Search found 1969 matches
- Sat May 11, 2024 2:32 pm
- Forum: Scripting
- Topic: A_AttachLightDef() isn't working without A_RemoveLight() beforehand
- Replies: 4
- Views: 78
Re: A_AttachLightDef() isn't working without A_RemoveLight() beforehand
They all work correctly for me. You must be doing something else wrong elsewhere.
- Sat May 11, 2024 11:31 am
- Forum: Scripting
- Topic: A_AttachLightDef() isn't working without A_RemoveLight() beforehand
- Replies: 4
- Views: 78
Re: A_AttachLightDef() isn't working without A_RemoveLight() beforehand
Actors don't execute the action of the first state of their Spawn state sequence when spawned in, only when returning to it. You need to use the NoDelay keyword, or add a dummy 0-tic state before the one with the function to make it work. ACTOR GreenTorch2 : GreenTorch 12301 { States { Spawn: TGRN A...
- Wed May 01, 2024 2:25 am
- Forum: Scripting
- Topic: [SOLVED: DEV IS HALF BLIND] Attacksound Not Playing
- Replies: 6
- Views: 117
Re: Attacksound Not Playing
Your SNDINFO defines weapons/gock while your ZScript tries to play weapon/gock.
Also, your "sounds" folder is actually named " sounds", which I also had to fix to get the sound to work.
Also, your "sounds" folder is actually named " sounds", which I also had to fix to get the sound to work.
- Wed Apr 24, 2024 6:19 pm
- Forum: Scripting
- Topic: HTTP Requests with Zscript
- Replies: 2
- Views: 131
Re: HTTP Requests with Zscript
There's no way to do what you want without making your own fork. GZDoom intentionally doesn't expose to modders anything that could be actually dangerous or useful for malicious purposes, like any kind of IO. (e.g., the aforementioned network connections, or direct filesystem access) If you want to ...
- Sun Apr 21, 2024 10:15 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Draw Distance
- Replies: 4
- Views: 1054
Re: Draw Distance
There is no limit to the drawing distance. For anyone googling this and getting no where, there absolutely is a draw distance limit, otherwise wide open areas built near max size would not have heavily glitching sectors vanishing in OpenGl. There's no draw distance limit. This was thread was about ...
- Wed Apr 10, 2024 10:34 pm
- Forum: Mapping
- Topic: Packing into PK3 is not working correctly
- Replies: 18
- Views: 694
Re: Packing into PK3 is not working correctly
[... Could you, user Jekyll, explain why this must NOT be done then? You were already explained this: Then this would make user SPZ1 a complete fool, and either he has no dignity, or you are the one who doesn't, or this is a witch hunt for free. Nothing makes sense here This is needlessly hostile. ...
- Mon Apr 08, 2024 5:46 pm
- Forum: Mapping
- Topic: Packing into PK3 is not working correctly
- Replies: 18
- Views: 694
Re: Packing into PK3 is not working correctly
Then this would make user SPZ1 a complete fool, and either he has no dignity, or you are the one who doesn't, or this is a witch hunt for free. Nothing makes sense here This is needlessly hostile. The wiki is inaccurate about it causing memory corruption, but it's very much correct about it using u...
- Mon Apr 08, 2024 5:07 pm
- Forum: Scripting
- Topic: Decorate is deprecated?
- Replies: 2
- Views: 173
Re: Decorate is deprecated?
Can somebody tell me what this means? Does it mean that there won't be future updates to it? Yes, and that's been the case for years now, since it was deprecated quite a while ago. All it gets is bugfixes, the only new things it gets are some new functions, and that's only because DECORATE just use...
- Wed Apr 03, 2024 4:33 pm
- Forum: Mapping
- Topic: Is there a way to find the texture of the untextured skybox?
- Replies: 2
- Views: 135
Re: Is there a way to find the texture of the untextured skybox?
It's just GZDoom's default "missing texture" texture, it's -noflat-.png in the textures folder in gzdoom.pk3.
You can also find it here in GZDoom's Git repository.
You can also find it here in GZDoom's Git repository.
- Tue Mar 26, 2024 10:18 am
- Forum: Scripting
- Topic: Problem with Dynamic Spotlight in ACS
- Replies: 4
- Views: 185
Re: Problem with Dynamic Spotlight in ACS
I'm no expert, but I find it weird that changing the arguments through ACS having such effects wouldn't be unintended, specially if it ends up requiring using other methods for it to work. Like I said, the args work the same as a point light in-game. This is intentional, they both use the same code...
- Mon Mar 25, 2024 1:02 am
- Forum: Scripting
- Topic: Problem with Dynamic Spotlight in ACS
- Replies: 4
- Views: 185
Re: Problem with Dynamic Spotlight in ACS
It's not a bug. Spotlights only hold their color as a single integer in the map data. In-game, the args work the same as point lights, and the spotlight-specific data gets stored in variables called SpotInnerAngle and SpotOuterAngle instead. Unfortunately, I don't believe there's any way to set thos...
- Sat Mar 23, 2024 5:46 am
- Forum: Scripting
- Topic: [Solved] Is there a Light_ForceLightning from zscript?
- Replies: 1
- Views: 77
Re: Is there a Light_ForceLightning from zscript?
Since it's an action special, you can just call it directly from ZScript as if it were a function. You can also use A_CallSpecial, but I'd recommend just calling the special directly as a function, since that makes what's being called clearer than using an action special number.
- Thu Mar 14, 2024 8:49 pm
- Forum: Scripting
- Topic: [Solved] Initialize a POCO
- Replies: 5
- Views: 194
Re: Initialize a POCO
But you can't call the static from a default block in an Actor, can you? You can't, no, only constant data can go in the default block. ( DamageFunction is a very special exception- it's hardcoded in the ZScript parser and is basically used to generate a function) You can initialize actors in Begin...
- Thu Mar 14, 2024 7:17 pm
- Forum: Scripting
- Topic: [Solved] Initialize a POCO
- Replies: 5
- Views: 194
Re: Initialize a POCO
There's no constructors in ZScript, no. If you need to set up a class, you'll need to make a static function that creates it with new ('class_name') and sets the object's variables.
- Thu Mar 14, 2024 7:14 pm
- Forum: Scripting
- Topic: InputProcess Type Enum work around
- Replies: 3
- Views: 109
Re: InputProcess Type Enum work around
Don't copy the enums. The actual enums can be used just fine like so:
InputEvent.Type_KeyDown
UiEvent.Type_LButtonDown
InputEvent.Type_KeyDown
UiEvent.Type_LButtonDown