[SBARINFO?] Scripting the Face

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Expand view Topic review: [SBARINFO?] Scripting the Face

Re: [SBARINFO?] Scripting the Face

by HotWax » Thu Mar 20, 2008 11:17 am

Blzut3 wrote:I don't think [wiki]SetMugShotState[/wiki] fits into any of the categories on [wiki]Built-in ACS functions[/wiki] so any suggestions for a new one?
I changed the "Messages" heading to be a more generic "Display" and added it there.

Re: [SBARINFO?] Scripting the Face

by Blzut3 » Wed Mar 19, 2008 5:06 pm

I think this can be [Added]'d. [wiki]SBARINFO#Mug_Shots[/wiki]. Also I don't think [wiki]SetMugShotState[/wiki] fits into any of the categories on [wiki]Built-in ACS functions[/wiki] so any suggestions for a new one?

I can't wait for a mug shot resource wad :P. Mainly I would like to see someone put together a resource for Fire, Ice, and Disintegrate deaths (possibly even pain, ouch, and xdeath).

Re: [SBARINFO?] Scripting the Face

by Blzut3 » Sun Mar 16, 2008 5:28 pm

MartinHowe wrote:{Stuff about morphing}
You should probably open another feature request for this.

Re: [SBARINFO?] Scripting the Face

by MartinHowe » Sun Mar 16, 2008 5:16 pm

Is there or will there be any way to specify the mugshot graphic independently of everything else, but only if one is in use?

Now that ZDoom modders can create custom player classes and morph artefacts, you would think the "face" property of regular old-skool skins would be included as a player class property, but it is not. This means that, for example, I can create a morph weapon in DOOM (not Heretic or HeXen) that changes the player into a chicken; heck, by spawning a monster that does nothing except fire a morph fx projectile at the shooter, it could even be a power-up that, for example, changes the player into a monster - say an ALIEN or a Maulotaur. If under that circumstance the user is using even the regular DOOM built-in statusbar, let alone a custom one, the player will be a chicken but have a marine mugshot!

Here's a ChaseCam screenshot of a powerup I made that morphs the player into a black cat -- but it leaves the SAS commando mugshot. See the problem?
Image

It would make player class modding for DOOM a lot more clean if one could include an SBARINFO that adds to whatever one is already in use and contains nothing but a mugshot command that only applies (a) to a specified player class and (b) only if mugshots are being drawn at all by whatever statusbar is in use.

Alternatively, maybe Randy or Graf could add the regular SKIN face property to player class definitions in order to overcome this problem.

Re: [SBARINFO?] Scripting the Face

by Blzut3 » Sat Mar 15, 2008 5:53 pm

Still no ACS command, but I think I have everything else in (including custom damage type support for Pain, Ouch, Death, and XDeath). Here is the code for all the mug shots:
Spoiler:
Here is a build of ZDoom with this implemented. Anyone want to volunteer to search for bugs and/or memory leaks that may have been caused by the re-write of the mug shot system? If anyone wants to try out the custom damage type support the syntax is "State.DamageType".
http://blzut3.maniacsvault.net/mugshots.zip

(Sorry if this post sounds rushed, my wireless connection is constantly dropping.)

Re: [SBARINFO?] Scripting the Face

by Project Shadowcat » Tue Mar 11, 2008 4:12 pm

So then we're only waiting on an ACS command... thanks for the partial add-in. :)

Re: [SBARINFO?] Scripting the Face

by Blzut3 » Tue Mar 11, 2008 3:23 pm

Project Dark Fox wrote:With that method, is there any chance of defining additional states -- just like Actors and their custom states?
It already "supports" custom states it just doesn't use them for anything. It would just be a matter of an ACS function which set currentState in the SBarInfo status bar to point to some mug shot state.

Re: [SBARINFO?] Scripting the Face

by Project Shadowcat » Mon Mar 10, 2008 7:46 pm

With that method, is there any chance of defining additional states -- just like Actors and their custom states?

Then perhaps call them with ACS? That way it'd be a bit more effective when DoomGuy's still breathing, too, you know? ;)

Re: [SBARINFO?] Scripting the Face

by Blzut3 » Mon Mar 10, 2008 6:07 pm

Well I got something working for death states right now (well it doesn't figure out the damage type just yet). Here is the syntax so far:

Code: Select all

mugshot Death
{
	DEAD0 -1;
}

mugshot XDeath
{
	XDTH0 10;
	XDTH1 10;
	XDTH2 10;
	XDTH3 10;
	XDTH4 10;
	XDTH5 -1;
}
If anyone notices, I did adjust the speed of the xdeath animation since now that I can see the status bar I realized just how slow it originally was (at least I think it was set to 53 tics per frame). Oh if anyone reading this has a copy of the Play Station or Jaguar version of Doom and wants to tell me the proper speed of the animation please do so.

One I get everything done I'll be exporting (at least some of) the animations into the ZDoom pk3.

Re: [SBARINFO?] Scripting the Face

by Project Shadowcat » Sun Mar 09, 2008 3:22 am

Everyone's thinking weapons and I'm just trying to get his lips to move. o_o;;

Re: [SBARINFO?] Scripting the Face

by CaptainToenail » Sun Mar 09, 2008 3:11 am

I'm for this, sounds quite funny and could be ueful for a weapon mod I'm thinking of making.

Re: [SBARINFO?] Scripting the Face

by Blzut3 » Sat Mar 08, 2008 4:03 pm

Graf Zahl wrote:The means of death (a.k.a. damage type) is stored in the player actor's DamageType field so it's already accessible.
I guess I missed this in the change log. I suppose I should get to work on mug shot states then (well as soon as I get everything set up again).

Re: [SBARINFO?] Scripting the Face

by Project Shadowcat » Sat Mar 08, 2008 3:51 pm

Blzut3 wrote:But until then I don't see a reason not to continue using an ACS method of doing this. (Either way you're still using ACS. :P)
Thing is I want to replace the face altogether when an "event" comes up, not overlap it with a HudMessage. :P I don't care if I have to use ACS to do it or not, I just thought it would add a neat detail of interactivity.

Re: [SBARINFO?] Scripting the Face

by Graf Zahl » Sat Mar 08, 2008 3:42 pm

The means of death (a.k.a. damage type) is stored in the player actor's DamageType field so it's already accessible.

Re: [SBARINFO?] Scripting the Face

by Blzut3 » Sat Mar 08, 2008 3:28 pm

If a way for me to get the player's method of death comes along then I might as well add support for forcing a mug shot state. But until then I don't see a reason not to continue using an ACS method of doing this. (Either way you're still using ACS. :P)

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