2 new morph flags which would help modders A LOT ...

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Expand view Topic review: 2 new morph flags which would help modders A LOT ...

Re: 2 new morph flags which would help modders A LOT ...

by The Zombie Killer » Fri Jan 03, 2014 8:24 pm

My apologies for the ~4 year bump, but I'd like to add that I would find this rather useful as well.
I've been messing with the morph features a LOT lately, and I have a lot of use for them. I've been able to create a prone ability, ways to disable the use key, and more.

Re: 2 new morph flags which would help modders A LOT ...

by StrikerMan780 » Sun Aug 22, 2010 6:36 pm

Ænima wrote:Although I just KNOW that sometime in the future, another modder might need these sorts of things.
Such as myself.

Re: 2 new morph flags which would help modders A LOT ...

by Ænima » Fri Aug 20, 2010 10:50 pm

Awwww ...

Oh well then. :P

Like I said before, I did find a suitable workaround so personally I'm not really affected by the lack of morphing flexibility. Although I just KNOW that sometime in the future, another modder might need these sorts of things.

But eh, like i said it's not really that big of a deal for now, so I guess the dev's can just stamp it "low priority". :P

Re: 2 new morph flags which would help modders A LOT ...

by Ishiam » Fri Aug 20, 2010 9:37 pm

Ænima wrote:
Although, I still do think that the developers should consider making the morph code a bit more flexible. :P
The morphing code is hammered pretty deeply into everything, I don't think any changes will be made to it for a long time. :(

Re: 2 new morph flags which would help modders A LOT ...

by Ænima » Mon Aug 09, 2010 7:57 pm

My apologies about the bump, but ...

I am no longer waiting on this suggestion, since I found another way of doing what I had wanted to do ...

Although, I still do think that the developers should consider making the morph code a bit more flexible. :P

Re: 2 new morph flags which would help modders A LOT ...

by Ethril » Sun Jul 11, 2010 10:12 am

NeuralStunner wrote:
ZDG wrote:Then corvus must be the ultimate champion of speed-bottle-opening. :P
He absorbs them by magic, just like he does with ammunition! :P
Just like how Doomguy can apply bandages/painkillers/steroids by walking over a first-aid kit, the Chex Warrior can eat tons of fruit/veggies/SUPERCHARGE BREAKFASTS without getting a stomachache, and Strifeguy(?) can instantly perform surgery on himself while running around and shooting, and without removing his armor.

Re: 2 new morph flags which would help modders A LOT ...

by NeuralStunner » Sat Jul 10, 2010 4:50 pm

Ænima wrote:And do everything that a non-morphed player can do.
IIRC this has been "in the works" for quite some time. I too hope we can see this issue resolved, but I suspect it's going to take some serious dev work.
ZDG wrote:Then corvus must be the ultimate champion of speed-bottle-opening. :P
He absorbs them by magic, just like he does with ammunition! :P

Re: 2 new morph flags which would help modders A LOT ...

by Ænima » Sat Jul 10, 2010 12:43 pm

Well I'm not so much concerned about making the morphed player NOT pick up items. In fact, I WANT my morphed player to be able to pick up items. And switch weapons. And do everything that a non-morphed player can do.

Re: 2 new morph flags which would help modders A LOT ...

by ZDG » Sat Jul 10, 2010 12:03 pm

NeuralStunner wrote:
ZDG wrote:Are they even CLOSED? :P
Yes. They are quite obviously corked.
Then corvus must be the ultimate champion of speed-bottle-opening. :P

Re: 2 new morph flags which would help modders A LOT ...

by NeuralStunner » Sat Jul 10, 2010 11:26 am

ZDG wrote:Are they even CLOSED? :P
Yes. They are quite obviously corked.

Re: 2 new morph flags which would help modders A LOT ...

by ZDG » Sat Jul 10, 2010 10:38 am

MartinHowe wrote:I mean how does a chicken open a health vial?
Are they even CLOSED? :P

Re: 2 new morph flags which would help modders A LOT ...

by MartinHowe » Sat Jul 10, 2010 3:15 am

Damn, the morphing code JUST WON'T DIE :(

Speaking as one who worked extensively on it a few years ago and had to stop due to severe RL problems, I have to say that it's horrible; I just made it less horrible than Raven originally left it and put a bit of order into it. However it really needs a total rewrite, because adding yet more flags still doesn't address the in-game realism problems.

Say somebody for example, morphing into a dog, picking up a BFG9000 - how? - and unmorphing back. You still can't morph arbitrary classes. How does a morphed person pick up health artefacts? Should they even be able to, I mean how does a chicken open a health vial?

I fear this really is one for "WFDS". In the meantime who knows :?

Re: 2 new morph flags which would help modders A LOT ...

by Mortarion » Thu Jul 08, 2010 11:56 pm

Tool fan huh?

At any rate, this would be one handy-as flag to have, the way morphing's starting to evolve, it may just become one of the most flexible tools to help decorater's since "A_JumpIf".

2 new morph flags which would help modders A LOT ...

by Ænima » Thu Jul 08, 2010 10:54 pm

Yes yes, I know, this is my first post here ... (I had an account here a while ago but I totally forgot both the username and password, and so I figured I'd just let it die :P)

Well, anyways. I'm making this suggestion on behalf of a slight problem that I had recently. (http://skulltag.net/forum/viewtopic.php ... 64&start=0)

Basically, what I had wanted to do was make it so that the player could still use all of their weapons after being morphed. But apperantly, Skulltag/ZDoom doesn't allow that. It also doesn't allow players to acquire inventory items; even "checker" items that are used by some of the wad's DECORATE weapons.

I've already tried using lots of DECORATE and ACS hackery to try and work around this problem, but to no avail. The way that ST/ZD treats morphed actors is hard-coded. Any A_Raise or A_Lower actions in a weapon are simply ignored, and the player's inventory is locked so that it remains the way it was when the player morphed.

I propose two new flags that would help with this. "MRF_ALLOWWEAPONSWITCHING" (4096) and "MRF_ALLOWINVENTORY" (8192).

One of my current projects (which is unannouced as of yet ;p) is currently held-up because I'm waiting for flags like these to come in and help. :P
(Nevermind, I'm no longer waiting on these features.)

Anyways ... Thank you in advance for looking into this. :D

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