The Wizard

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  1. I've been trying to join the forums over at for about a month now but it seems they have disabled registration and I can't find a method of contacting an admin or otherwise to submit a request to join. Anyone have any ideas?
  2. I've been searching for an answer to the hitscan collision location tirelessly and have yielded no results. The curious thing is that there must be an x,y,z where a hitscan hits otherwise how would the game know where to properly place decals when bullets hit walls. I'm also starting to wonder if what I'm trying to accomplish can only be done with an Actor that spawns a custom "blood splatter" where it is shot. My only concern is that it's meant to be along the surface of a transparent wall so defining a width will allow you to hit the actor from the side of the wall even if you're not directly aiming at the wall itself. Any hints or tips would be greatly appreciated. Thanks guys.
  3. UPDATE: I've managed to get everything working up to this point. However, I'm currently stuck with on hitscan weapons. With projectiles (i.e. rockets, I was able to utilize GetActorX, ...Y, ...Z and Spawn appropriately.. With hitscan collisions however, I am unsure of how to detect the x,y, and z of where the bullet passed through the triggering linedef. Any info on how to check hitscan collision locations would be greatly appreciated. Thank you!
  4. The platform I'm using is gzdoom latest release
  5. A brief explanation of my goal is to create "holo" screens that can be moved and shot through. That part was easy, of course. To further advance things, I'd like to spawn a thing (I'll start with the plasma gun projectile explosion) to simulate a bullet effecting the screen as it passes through it. My question is, can I aquire the x,y,z of the bullet impact so I can spawn the hit effect in the correct location on the holoscreen? Thanks guys! p.s. Sorry if the screenshot is dark. But it's basically just a transparent wall, etc
  6. It's a 3D floor. And you were right. Now I have a better understanding of how the additive effect actually works. Thank you very much, man.
  7. I'm getting this effect with GZDoom and am currently using the latest build. I don't like that looking through the transparent object is actually lighting everything behind it. I was wondering if there was another way to approach this and avoid the undesired lighting effect. Thanks!