SimulatePlayerInput() for ACS

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Re: SimulatePlayerInput() for ACS

by MG_Man » Mon Nov 17, 2008 8:36 pm

You can already do some messed up stuff in ACS as it is, there are already ways to 'constantly move the player left.' However, this is a much more controlled and much, much less complicated version of doing so.

So basically, there's nothing so dangerous in doing this as what's already there.

Re: SimulatePlayerInput() for ACS

by Isle » Mon Nov 17, 2008 11:40 am

Cutmanmike (Really) wrote:In three seconds I could throw together a pwad that unbinds all the controls and exits.
i've done that...

Re: SimulatePlayerInput() for ACS

by Cutmanmike » Mon Nov 17, 2008 9:59 am

Oh I see. That makes things better then. I hardly see how moving the player to the left constantly is abuse though :)

Edit: Actually Hotwax got the point across better than me. O-)

Re: SimulatePlayerInput() for ACS

by HotWax » Mon Nov 17, 2008 9:50 am

Necromage wrote:Why not? Because it is way to easy to abuse. In three seconds I could throw together a pwad that continually moves all the players to the left.
In less time than that I could throw together a WAD that flashes your screen between full black and red, giving you seizures and making the game unplayable. And I wouldn't need any new features to do it. :roll:
Cutmanmike (Really) wrote:In three seconds I could throw together a pwad that unbinds all the controls and exits.
Not with this command, you couldn't. This is to simulate the same types of movement available to the [wiki]GetPlayerInput[/wiki] command. That does not mean you can use it to simulate any arbitrary keypress. In fact, you would only be able to affect the player's movement in-game; the console would be 100% off-limits.

Re: SimulatePlayerInput() for ACS

by Cutmanmike » Mon Nov 17, 2008 4:09 am

Necromage wrote:Why not? Because it is way to easy to abuse. In three seconds I could throw together a pwad that unbinds all the controls and exits.
Better example :P

Although I'm all for it

Re: SimulatePlayerInput() for ACS

by XutaWoo » Mon Nov 17, 2008 12:38 am

And that's when the players close ZDoom or beat Doom 2 by always moving left. Actually, aside from the need to do some tricky turn-arounds on catwalks to flip switchs, that sounds like an good "new" way for beating wads.

Re: SimulatePlayerInput() for ACS

by Necromage » Sun Nov 16, 2008 11:58 pm

Why not? Because it is way to easy to abuse. In three seconds I could throw together a pwad that continually moves all the players to the left.

Re: SimulatePlayerInput() for ACS

by XutaWoo » Sun Nov 16, 2008 10:22 pm

The latter. I'm making something with multiple classes with different speeds PLUS a speed-up item 2D so I need this for the sidemovement with animation. I guess I could steal the code from Pogostick but I want to keep away from new keybinds.

Honestly, why not though? It could also be used for third-person cutscenes.

Re: SimulatePlayerInput() for ACS

by Gez » Sun Nov 16, 2008 9:26 pm

Would it just fool GetPlayerInput or would it fool the whole game (and thus control the character)? In the former, I'm not sure what's the point, in the latter I'm not sure it'll be accepted.

SimulatePlayerInput() for ACS

by XutaWoo » Sun Nov 16, 2008 5:35 pm

Code: Select all

SimulatePlayerInput(int player, int input, int value)
Player and input are the same as GetPlayerInput, value determines the direction (so INPUT_FORWARDMOVE with 1 is forward, -1 is backward). This command lasts for a single tic.

For use with GetPlayerInput for minigames and the such.

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