[Added] Custom player/hexen classes in decorate

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Postby Necromage » Wed May 17, 2006 1:40 pm

Grubber wrote:@NecroMage: PlayerClass ACS built-in function is already in.
I just noticed that it comes with a different acc but I do not see anywheres where any of the new functions are documented.
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Postby Nash » Thu May 18, 2006 8:33 am

To simualate different melee weapon sprites, couldn't you just make several different player classes with several different player sprites, and use a combination of ACS CheckWeapon() and Grubber's new PlayerClass functions?
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Postby Necromage » Sun May 21, 2006 2:08 pm

Having tried to go through the diff that comes with this I still don't know what the new acs functions are.

One thing I would like is for PlayerPawn (for those who don't know: this is the base class by which all players derive from) to have all the flags need so that all you have to do is add the states (I am not sure which ones it needs but I do know it needs one that lets you actually move). This way you don't need to inherit from a game specific player. All it would need is the basic ones.
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Postby Necromage » Sun May 21, 2006 5:50 pm

another double post

Somethings I found out: using hidden as a flag for adding a player class will not work, instead its: "nomenu". For example:
Code: Select allExpand view
clearplayerclasses

addplayerclass TestPlayer nomenu
The next thing I found out is that if you type "playerclasses" into the console then it tell you all the classes by number and then display name (even if they are hidden).
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Postby Kinsie » Sun May 21, 2006 7:55 pm

So, uhh, what are Grubber's playerclass ACS commands?
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Postby Grubber » Tue May 23, 2006 1:41 pm

DECORATE properties
player.displayname <displayname>
Specifies the display name of the player class. It is the string used to identify the player class (in menus, playerclass cvar, etc.).

player.soundclass <soundclass>
Specifies the sound class of the player class. See SNDINFO command $playersound.

player.colorrange <from> <to>
The color range in which the player skin is translated.

player.jumpz <jumpz>
The player's jump z. The actual jump height is 8 times bigger than jump z.

player.viewheight <viewheight>
The player's view height.

player.forwardmove <walk> [<run>]
player.sidemove <walk> [<run>]
Player speed modifiers.

player.scoreicon <icon>
The icon shown in multiplayer on the score bar (like in Hexen).

player.startitem <classname> [<amount>]
Adds a inventory item to the list of items given to a player when new game starts. First specified weapon is used as a starting weapon.

DECORATE flags
NOSKIN
Disables skins for the class.

KEYCONF
clearplayerclasses
Clears the list of player classes. Useful if you don't want to use original player classes.

addplayerclass <classname> [nomenu]
Adds a player class to the player class list. The nomenu flag specifies that the class won't be accesible through new game menu (this way you can create multiplayer-only player classes, selectable only in player setup menu).

ACS
int PlayerClass (int player)
Returns the player class number (based on the order of player classes specified in KEYCONF) of the player. You can use PlayerClass (PlayerNumber ()) to get the player class of the current player.

S_SKIN
class <displayname>
Defines a skin for the player class specified by it's displayname (player.displayname property in DECORATE). Use instead of game.
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Postby Nash » Wed May 24, 2006 12:02 pm

Nice! No ACS function to change class mid-game, though?
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Postby Grubber » Thu May 25, 2006 7:23 am

Not yet. I'll do that soon (final exams today, in progress Oo).
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Postby Necromage » Wed May 31, 2006 3:06 pm

Well, one bug that I found is that if you have multiple classes but all of them are hidden accept one it will still ask you to select your class instead of just sending you strait to the difficulty menu.

Also, some way to define the difficulty settings for each class and random would much appreciated (unless there is some way that I am not aware of).
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Postby Bouncy » Sun Jun 11, 2006 3:58 pm

bump

any progress, Grubber? :)
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Postby Grubber » Tue Jun 13, 2006 3:47 am

Only fixed few bugs.
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Postby Anakin S. » Fri Jun 16, 2006 2:07 am

Nash wrote:Nice! No ACS function to change class mid-game, though?


That would be nice. You could simulate getting into a vehicle and driving around or putting on some gladiator armor or turning to the dark side and becoming a Sith lord. How far along are you in making this, Grubber?

EDIT: I see many people have requested this function over the length of the thread. Graf, are you planning to add classes to gzdoom?
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Postby Graf Zahl » Fri Jun 16, 2006 2:32 am

When it is more finished. In its current state, no.
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Postby DoomRater » Fri Jun 16, 2006 3:53 pm

If people don't mind a few hacks, Global ACS + Custom Classes = class levels. (I know, this is coming from the guy who writes weapons because they can be written...)
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Postby BlazingPhoenix » Mon Jun 26, 2006 7:18 pm

bump, (again), any progress on the change class in-game stuff?
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