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Dude27th (2)

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About Dude27th (2)

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  1. Dude27th (2)

    what are you working on? I wanna see your wads.

    It's sad that I can't use the mouse for aiming but it turned out better than I expected c:
  2. Dude27th (2)

    Decorate Offset Weapon Help !!!

    Nevermind ! A_WeaponOffset did the trick ! Update:
  3. Dude27th (2)

    Decorate Offset Weapon Help !!!

    So , this is actually the first time I try to use Offset in a weapon and I would like to match the sprite horizontally as a sight I'm drawing on screen. So I tried doing this: Fire: TNT1 A 0 A_JumpIfInventory("Sighted1",1,1) Goto Load PISG A 4 Offset(ACS_NamedExecuteWithResult("GetXOffset",0,0,0,0), 0) TNT1 A 0 A_PlaySound("weapons/pistol", CHAN_WEAPON) ... ... PISG B 5 A_ReFire Goto Ready And this being called: Script "GetXOffset" (void) { int x=0; x= ((angle-32864)*-1) /1000; SetResultValue(x); } But I got an "Bad Numeric Constant" error :/ Somebody knows why ???
  4. DZDoom it's an easier name to remember as well !
  5. Dude27th (2)

    Zombies TC: Re-Animated [RELEASE][[MODDB MOD'S OF THE WEEK]]

    Omg so I just got a notification that the mod is going to appear in ModDb's Mods of the week! <3 <3 <3
  6. Is this ZSCript? I don't understand the language. Regardless you should start by checking if the value set in the menu is working in the cvar. You can test this by writing "get (your cvar name)" in the console. Otherwise than that I recommend you to use an ACS script to return the float value of your CVAR.
  7. Dude27th (2)

    Doom Weapon Reloading

    Of course you need to create the actor first which would act as the counter, something like this should do: Actor FakeBullets : Inventory { Inventory.MaxAmount 15 }
  8. Dude27th (2)

    Doom Weapon Reloading

    You should use an inventory item wich counts as "fake clip" bullets. Let's say your "clip" has 15 bullets, so you could add to the player one of these fake bullets every time you shoot one. So if you had enough fake bullets already you could check with "A_JumpIfInventory" to check if your fake clip was completely depleted, and the "A_JumpIfInventory" allows you to jump to another weapon state if it checks as true. For example: Fire: TNT1 A 0 A_JumpIfInventory("FakeBullet",15,"FakeReload") // Before firing it checks if you fired enough bullets to deplete a "clip", if true jumps to FakeReload, if not continues below TNT1 A 0 A_GiveInventory("FakeBullet",1) //This add a fake bullet to the player to work as a counter everytime you shoot FIRE A 5 FIRE A 1 A_Refire Goto Ready FakeReload: RELO ABCDE 5 //Your reload animation TNT1 A 0 A_TakeInventory("FakeBullets",15) // This take your fake bullets to reset the counter Goto Ready
  9. Dude27th (2)

    General Help with GLDEFS

    Like TERRAIN?
  10. Dude27th (2)

    Zombies TC: Re-Animated [RELEASE][[MODDB MOD'S OF THE WEEK]]

    Footage added to the main post! For those curious people and because the animations is mostly the strong point of the mod and without any good video to showcase that there is no much point ot it
  11. Dude27th (2)

    Bow Weapons

    Your graphics card isn't powerfull enough to run it
  12. Ohhhhh This may be useful for a project of mine
  13. Dude27th (2)

    Bow Weapons

    Your GZDoom version is not compatible with it , I suggest updating GZDoom (if your pc can handle it) or going back to a better and more stable version of GZDoom. For example GZD 1.9.1 doesn't have any issue with it
  14. Dude27th (2)

    Zombies TC: Re-Animated [RELEASE][[MODDB MOD'S OF THE WEEK]]

    At the moment I tested it with GZD 1.9 and 3.7 , I should test how compatible is with other ports UPDATE: You need Zandronum or GZDoom 1.6 at minimum to run this mod
  15. Dude27th (2)

    Zombies TC: Re-Animated [RELEASE][[MODDB MOD'S OF THE WEEK]]

    Thank you ! ^^ I wanted to improve it as much as I can
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