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bumble234
bumble234 - - 2 comments @ Doosk "Manteinance update 05" (14/02/24)

Nevermind I figured it out. For anyone curious, the way to do this is to open the decorate file in the "actors" folder that is called "playerpawn" and look at the top for the part that says "ACTOR Dusk_Player : PlayerPawn". Change the part that reads "PlayerPawn" to read "Zmoveplayer". This will make the game refer to the Zmove class setup for any things which the doosk class setup doesn't cover, when PlayerPawn makes it check back with the vanilla doom player class instead. And since movement stuff isn't defined by the doosk class... there you have it. Hopefully that's helpful to someone else.

Good karma+2 votes
bumble234
bumble234 - - 2 comments @ Doosk "Manteinance update 05" (14/02/24)

Why isn't this compatible with regular Zmove? I've been messing around in Slade trying to figure out where the problem is but I can't. Does it have something to do with player classes? I narrowed in on that maybe being the issue but I can't seem to find a solution. Please I love these weapons but if it's this or double jump my hands are tied.

I am on gzdoom 4.3.3 if that matters, and I'd like to have both in my autoload config so I can play various wads.

Good karma+2 votes