Quake style exit cam?
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
-
- Posts: 25
- Joined: Sat Apr 06, 2013 5:15 pm
Quake style exit cam?
Forgive me if this is the wrong subforum but I've done quite a bit of searching and I must be wording my searching wrong in google because I haven't found any results. To get straight to the point, is it possible to have a Quake style exit cam in ZDoom?
For example, at least one cam in each level that activates on exit and shows the cam's shot of the level behind the stats in place of the traditional interpic?
I don't know much coding I admit but I would be willing to give it a go about.
Thanks!
For example, at least one cam in each level that activates on exit and shows the cam's shot of the level behind the stats in place of the traditional interpic?
I don't know much coding I admit but I would be willing to give it a go about.
Thanks!
Re: Quake style exit cam?
I am fairly certain that this is possible, but I'm not sure on the details of how.
If I had to guess, I'd say it would involve the "exit" switch not immediately ending the level, but rather switching the player's view to a camera, replicating the stats via ACS, and then ending the level "for real" (without Intermission, otherwise you'd see the stats twice) when the player presses Use again.
...but such knowledge is currently beyond me, so I could be (probably am) wrong
If I had to guess, I'd say it would involve the "exit" switch not immediately ending the level, but rather switching the player's view to a camera, replicating the stats via ACS, and then ending the level "for real" (without Intermission, otherwise you'd see the stats twice) when the player presses Use again.
...but such knowledge is currently beyond me, so I could be (probably am) wrong
Re: Quake style exit cam?
I typed this as Ethril was answering. His solution is correct, but here are a few more details...
It is possible, but it would mean a bit of scripting work. You'd have to place your camera(s) in the map and then, rather than exit the map when the exit line was activated, you'd run a script instead. The script would change to the camera and then if you wanted the kills etc to be put up, you'd need to emulate the tally using HUDMessages and level information gained from [wiki]GetLevelInfo[/wiki]. Then, finally, you'd have your script take you to the next map without activating the usual intermission sequence. It's possible to do all this (a number of projects have (I've done it a couple of times myself)) but it is a little bit fiddly.
It is possible, but it would mean a bit of scripting work. You'd have to place your camera(s) in the map and then, rather than exit the map when the exit line was activated, you'd run a script instead. The script would change to the camera and then if you wanted the kills etc to be put up, you'd need to emulate the tally using HUDMessages and level information gained from [wiki]GetLevelInfo[/wiki]. Then, finally, you'd have your script take you to the next map without activating the usual intermission sequence. It's possible to do all this (a number of projects have (I've done it a couple of times myself)) but it is a little bit fiddly.
Re: Quake style exit cam?
Here's a very crude version of the quake style cam with a short demonstration level.
https://dl.dropboxusercontent.com/u/176 ... %20Cam.wad
https://dl.dropboxusercontent.com/u/176 ... %20Cam.wad
- esselfortium
- Posts: 3862
- Joined: Tue Sep 19, 2006 8:43 pm
- Contact:
Re: Quake style exit cam?
You'd also want to make sure the player can't be attacked while the stats/camera scene is being displayed. 

Re: Quake style exit cam?
Well yeah, it was a rushed and extremely basic example made in about 15 minutes. I'm sure if there was actual time and effort involved it'd be much better and comprehensive.esselfortium wrote:You'd also want to make sure the player can't be attacked while the stats/camera scene is being displayed.
-
- Posts: 25
- Joined: Sat Apr 06, 2013 5:15 pm
Re: Quake style exit cam?
That's a pretty rad demo! Exactly what I am looking for, I think! I assume you can have the player press the spacebar to continue (or any key) like in Quake as well? Also, I noticed the usually intermission track doesn't play. Was that by choice or just how it works?
Thanks!
Thanks!
Re: Quake style exit cam?
That was just laziness on my part, both things. I'm sure you can make a loop which checks for the player pressing any key using [wiki]GetPlayerInput[/wiki] and you can change the song with [wiki]SetMusic[/wiki]
Re: Quake style exit cam?
GetPlayerInput is obviously a good way to do that. As an alternative, in the past I have teleported the player to a small safe room (so he can't be attacked), frozen the player with ACS and ensured that the walls of the small safe room are within reach of the player pressing [USE]. The walls are set to run the scripts that will advance the intermission tallies and (eventually) transfer the player to the next level.
Re: Quake style exit cam?
You should make sure the player can't shoot nails through the camera, too.
Oh wait...
Oh wait...
-
- Posts: 25
- Joined: Sat Apr 06, 2013 5:15 pm
Re: Quake style exit cam?
You can shoot nails through a camera in Quake? Ha I'll have to try that xP
This does seem complicated but it may very well be worth it. I do have a question though as I noticed the wad here is in UDF and I was wondering if this same thing is possible with Zdoom doom in doom format. I'm using Doom Builder 1 and haven't upgraded because I'm a scrooge and, DB2 doesn't like my virtual machine
thanks again!
This does seem complicated but it may very well be worth it. I do have a question though as I noticed the wad here is in UDF and I was wondering if this same thing is possible with Zdoom doom in doom format. I'm using Doom Builder 1 and haven't upgraded because I'm a scrooge and, DB2 doesn't like my virtual machine
thanks again!
- leileilol
- Posts: 4449
- Joined: Sun May 30, 2004 10:16 am
- Preferred Pronouns: She/Her
- Location: GNU/Hell
Re: Quake style exit cam?
Yeah it's an old bug regarding WeaponFrame with the button state being retained between flag changes, and the nailgun firing function is a repeated player animation cycle. Lightning gun should work too, but not as well.
It even works in the end
It even works in the end
Re: Quake style exit cam?
You do it by holding down the fire button while walking into the exit.
Any weapon that can be stopped at any point during firing can do this (so, the NG, SNG, and LG)
Hey wait, can you shoot yourself in the end?
Any weapon that can be stopped at any point during firing can do this (so, the NG, SNG, and LG)
Hey wait, can you shoot yourself in the end?
Re: Quake style exit cam?
Nothing worse than being shot in the end.MG_Man wrote:Hey wait, can you shoot yourself in the end?
