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>> No.9098621 [View]
File: 662 KB, 1974x1500, RobertWilliams_01.jpg [View same] [iqdb] [saucenao] [google]
9098621

How do I actually access properties in Zscript within a Class definition?

https://zdoom-docs.github.io/staging/ZScript/Classes.html
Looking at this documentation I should be able define and access property like this:
https://pastebin.com/jbLQ393H
Everything works until I try to actually access the property in the `Truth()` class method.
Then I get `bullets is not a member of TestFlower`
I've tried replacing TestFlower with 'invoker' and just removing the class definition and just calling 'bullets' but neither has worked. Is there a `this` or `self ` identifier I should be using since I am accessing the property from within the class itself? I have a programming background but do not have a C++ background which seems to be a requirement of writing stuff in Zscript.

>> No.9082960 [View]
File: 662 KB, 1974x1500, RobertWilliams_01.jpg [View same] [iqdb] [saucenao] [google]
9082960

I want to create Drunk effects in my mod. I have several questions and none of them are "how to do this" I want to really sit down and learn scripting instead of just patching shit together by looking at other mods which is what I've done in the past.

1.Should I use Zscript or ACS? Every bit of conventional wisdom seems to suggest creating a custom powerup with Zscript, but since Zscript is not compiled doesn't that make it slower? I'm more familiar with Zscript as I've built a few custom weapons, enemies and props with it

2.What's a good way to set up a working dev environment to develop and test shit like this? So far I've been using slade for everything but I'm probably going to migrate to using a source folder open in VSCode, having a command line command to bounce everything to a PK3 then test my code, but what about debugging? GZDooms console is pretty limited from what I've read in the docs. I'm interested in how people here set up their basic dev environment.

>> No.9078175 [View]
File: 662 KB, 1974x1500, RobertWilliams_01.jpg [View same] [iqdb] [saucenao] [google]
9078175

>>9077467
>>9077467
Nope. Most of the games I played are either things that came out before i was born or things I missed out on. A lot of it is wondering "I wonder what that game was like" and finally being able to find out.

A lot of it is also being fed up with the DRM Always Online forced multiplayer bullshit that is modern gaming (and by that I mean everything since 2007)

Gran Turismo 7 burned me out of modern games. I was super excited for it since the gameplay footage looked awesome. It was the first game I bought brand new in years. The first few days I played it it was awesome, then they shut down the servers, so you couldn't play a single player game for 3 days, then when the servers came back up again, they raised the prices of the cars, lowered the rewards of the races to the point where it was almost impossible to unlock anything.

Emulators are easy. They don't make your computer sweat, they don't take up a lot of hard drive space, you can back up your data easily.

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