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Grey_Wolf

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About Grey_Wolf

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    Green Marine

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  1. Grey_Wolf

    Thing_Damage2 and Custom Damagetypes

    Hm, this method will also force me to discard the graphic wound overlay, the dripping blood effect and the fact that bleeding ingores armor. Maybe I'll just tweak the damage values of the different wound levels, so it's still relevant at lower skill levels, but not extremely punishing on higher skill levels. Thanks for your help anyway.
  2. Grey_Wolf

    Thing_Damage2 and Custom Damagetypes

    This didn't work. Actually the activator is a projectile, but yes, it gives the player an item that automatically calls the script, so the players becomes the activator at that point. How can I make the projectile directly call the script pointing at the player?
  3. Hello there! After some time that I've been doing other things, I'm back to tweaking a bleeding/wound system I made time ago. So I have this script: It's called by some monster attacks and its effects change based on player's currently equipped armor. Ok. Now, I have some custom difficulty levels in my mod that alter the global DamageFactor. I do not want my script to be altered by that value. I want the wounds in the posted script to inflict fixed damage that ignores armor. So I added this in MAPINFO: Thing is that not only I still take 10 damage instead of 3 when I play on skill levels with a damagefactor of 3.5, but when I die from bleeding, I see the message "Player killed himself" instead of the correct obituary. What could be happening?
  4. Grey_Wolf

    Need Help Editing BD Revolver.

    Find the A_FireBullets lines under the Fire, Fire2, etc. states: the fourth number should be the damage inflicted. I don't know what do you mean with changing the range. Do you want to make the bullet lose height mid flight? Or just give the bullet a damage fall off based on distance? In both cases it's pretty complicated and I have no clue on how to do it, lol. Alternatively, as a cheap solution, you can use the float range paramenter (this too in A_Firebullets). This will set thje maximum range the bullet will actually hit. You can set this after the bullet's flags and pufftype. Refer to this wiki for further informations: https://zdoom.org/wiki/A_FireBullets
  5. Grey_Wolf

    Difficulty level's text color not changing

    Yeah I already knew that and I was ok with it. But it doesn't say anything about text color for the smallfont, so I still don't understand why I can't change it. I'll tell you if I find something out. Please do the same if you happen to stumble on something useful. EDIT: ok, apparently it was really a bug. GzDoom lead developer Graf told me he'll fix when he'll get the chance. Also, here's the correct method for doing this (currently not working until he fix it) EDIT2: For anyone wondering or having a similar problem, GzDoom has been updated and in the last devbuild the bug is fixed. To apply the colortext, edit the skillname to use the color format you want Example: skill normal In this case, "\cG" will make the skillname red even if smallfont is used. Thanks to Graf Zhal for his help, but also to everyone of you that tried to give me advice. P.S.: I know it's a lame thing to do, but I'm gonna set this as the "best answer" since it's the only one that could help other people with the same issue.
  6. Grey_Wolf

    Difficulty level's text color not changing

    I just made a brand new .wad file with only the MAPINFO lump and some custom skill levels. Starting from 9 skill levels and up the font switches from BIGFONT to SMALLFONT, and all the skill level names are automatically translated to grey. So yes, I don't think it's something I have to fix, rather than something I have to learn how to do or work around, since as Dark Pulse said, seems to be some kind of limitation. Should I just post on the Zdoom forum or is there some kind of way to contact the developers directly?
  7. Grey_Wolf

    Difficulty level's text color not changing

    From my previous post just above yours...
  8. Grey_Wolf

    Difficulty level's text color not changing

    None of the two solutions you proposed worked. Even without the new font, I just see a low resolution font in gray. Reverting to less than 7 skill levels, (so that the characters are replaced with the "bigfont") make the right textcolor show correctly again. So I think it's something affecting the entirety of the smallfont. Strangely, when I use it in the hudmessage acs commands or with the string color formatting, the color of the font changes without problems... with or without using the new font. It's just this skill menu I can't figure out. There's a FONTDEFS lump but it's mostly related to ammo numbers, and no, there's no TEXTCOLO lump.
  9. Grey_Wolf

    Difficulty level's text color not changing

    Here are some examples. Skill levels are actually more than ten or so.
  10. Grey_Wolf

    Difficulty level's text color not changing

    Yeah I already put it there, sadly... All my custom skills work perfectly as intended, the only thing I can't figure out is why I can't change the textcolor in the selection menu.
  11. Unfortunately for you, I'm back! With more issues to solve than ever! No well, not really, at least for now. But there's one thing that's actually bugging me. I'm going to have many skill levels for my mod, to let the player choose exactly what kind of challenge he wants to take on. So I want to divide various "categories" of skill levels by color. The only thing is that the "textcolor" line in the MAPINFO lump is not giving any effect and I don't know why. Is it because I have already more than 8 skill levels or maybe it's because I'm using a custom font? Is there any way to force the color change?
  12. Grey_Wolf

    Make a projectile run a script from a new activator

    In the end, I solved with a mix of your suggestion and editing the dummy item to inherit from "inventory", rather than "custominventory". For unknown reason, the latter wasn't considered in the condition check. I still don't understand why the HITTRACER + Setactivator solution didn't work though.
  13. Grey_Wolf

    Make a projectile run a script from a new activator

    Hmm, I need to make this script run with a variety of differents monster attacks, each with different damage types tied to other scripts... EDIT: I made another projectile inheriting from the imp melee attack, giving it the "rupture" damagetype. Then i put it in the Imp's "melee" state with the A_CustomMissile coomand, right after his standard custommissile for the melee attack. I created a Pain.rupture state in the playerpawn definition with a ACS_NamedExecute("rupture"). ...aaaand it's not working.
  14. Hello there! I vanished for a couple of days to focus on other things, but here I am again, struggling with scripts. I'm still trying to get bleeding wound to work the way I want to, but as always, something goes wrong: What I have: What I want: I want the script to run from the player once the attack hits him. I added the +HITTRACER flag to said attack projectile, and put the ACS_namedexecute command on its death state, but it doesn't work. I even tried to change SetActivator(0, AAPTR_TRACER); with AAPTR_PLAYER1 just to test things out, but nothing. And yes, the "canbleed" dummy item is in player's inventory. Running out of idea at this point (again, as always... meh). What do you think?
  15. Grey_Wolf

    How can i replace the chainguns firing sound ?

    Make a backup of the wad you're using before doing all this, as I'm not that expert and I could be pointing you to the wrong direction, but this should work: First of all, put your custom sound into the wad or pk3 you're trying to edit. If you're not using any mods, create one from scratch. Then in the SNDINFO archive, define the sound you just added. For example, if your sound is named FIRECHAIN write something like "weapons/chaingunfire FIRECHAIN" without the quotes. Then, find to the chaingun actor definition and look for its "Fire" state. There, find the "A_playsound" commands, and overwrite them with "weapons/chaingunfire" where you see the pistol sound. If it's the vanilla chaingun, it should be "weapons/pistol". After editing it, should look like something like this: TNT1 A 0 A_PlaySound("weapon/chaingunfire", 1)
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