Class selection

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by Nash » Sat Jul 15, 2006 6:19 am

Right. Sorry... =)

by BouncyTEM » Fri Jul 14, 2006 4:21 pm

Nash wrote:
Bouncy wrote:Level up!
improved health and speed!
That can already be done with ACS. And it is more flexible to do it with ACS than with classes...
obviously it can already be done with ACS.

and you kinda missed my statement in a way.
since I was saying doing BOTH ACS and classes for it...makes upgrades and yada yada yada easier :|

by Shadelight » Fri Jul 14, 2006 4:06 pm

Also, you could do a thing with the player training to be a mage or something.

by Nash » Fri Jul 14, 2006 4:05 pm

Bouncy wrote:Level up!
improved health and speed!
That can already be done with ACS. And it is more flexible to do it with ACS than with classes...

by BouncyTEM » Fri Jul 14, 2006 3:38 pm

Anakin S. wrote:Or like KOTOR. You start out as a soldier, scout, or scoundrel, and later in the game you become either a Jedi consular, guardian, or sentinel. But I think it's a little different in that game since you inherit characteristics from the initial class you selected. So it seems to be more like 9 different Jedi classes.
Indeed, you can do that too.

*AND* you can do a level-ing system with this too.
You kill 5 imps and gain 300 EXP.
Level up!
improved health and speed!

by Anakin S. » Fri Jul 14, 2006 11:31 am

Or like KOTOR. You start out as a soldier, scout, or scoundrel, and later in the game you become either a Jedi consular, guardian, or sentinel. But I think it's a little different in that game since you inherit characteristics from the initial class you selected. So it seems to be more like 9 different Jedi classes.

by Nash » Fri Jul 14, 2006 8:00 am

Graf Zahl wrote:And what would be the poin? If you can't use the class when you hide it you don't need to define it to begin with!
Can also be used for single-player mods where the player "changes class" as part of the storyline.

Example: Some thing similar Quake 4. For example, in the beginning, you are human, then later, all hell breaks lose and you turn into a Baron of Hell hybrid. The hidden Baron class would make the player's viewheight slightly taller, have a totally different set of weapons, have more health, different blood colour... or something like that.

by BouncyTEM » Fri Jul 14, 2006 7:32 am

Graf Zahl wrote:
Bouncy wrote:Can I ask for one improvement with the custom classes coding?

Is there any way to make it so that if you have a hidden class it *DOESN'T* show up in the player settings menu? because all classes, whether selectable in the menu or not, show up in there. :?

And what would be the poin? If you can't use the class when you hide it you don't need to define it to begin with!
there's a console command that allows you to be any class. it could be selected that way.

also to mention with ACS + classes, you could do vehicles. but you wouldn't want vehicles being selectable in player settings, would you?

by Ryan Cordell » Fri Jul 14, 2006 5:52 am

Me and Bouncy were speaking about this, and to be frank, I think it's an insane idea. Could be usefull for Rheingold. ;)

by TheDarkArchon » Fri Jul 14, 2006 5:39 am

For WADs that'll use classes to make vechules (sp).

by Graf Zahl » Fri Jul 14, 2006 5:37 am

Bouncy wrote:Can I ask for one improvement with the custom classes coding?

Is there any way to make it so that if you have a hidden class it *DOESN'T* show up in the player settings menu? because all classes, whether selectable in the menu or not, show up in there. :?

And what would be the poin? If you can't use the class when you hide it you don't need to define it to begin with!

by Nash » Wed Jul 12, 2006 6:07 am

That's a pity. Thanks for everything you've done for ZDoom and the community, Grubber. We really appreciate it. =(

Hope you'll come back and do some more serious modifications to the source code in the future! ;D

by Grubber » Wed Jul 12, 2006 3:13 am

I don't have time to do any zdoom hacking nowadays.Now that the code has been merged in, there's a basic "skeleton" for real custom player classes in zdoom. I'm sure Randy or Graf will come with some good ideas on how to improve it.

by Nash » Tue Jul 11, 2006 4:10 pm

You'd best post that in the other thread in Feature Requests, Bouncy... it'll get more noticed there...

by BouncyTEM » Tue Jul 11, 2006 3:42 pm

Can I ask for one improvement with the custom classes coding?

Is there any way to make it so that if you have a hidden class it *DOESN'T* show up in the player settings menu? because all classes, whether selectable in the menu or not, show up in there. :?

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