Ability to change player's skin on per weapon basis?

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Re: Ability to change player's skin on per weapon basis?

by KPu3uC B Poccuu » Mon Jun 11, 2012 6:40 pm

I like it! Currently I have implemented in my mod only 10 weapons and even this small amount of totally planned weapons requires from me to actually code ALL possible animation jumps in Player Classes.

Re: Ability to change player's skin on per weapon basis?

by InsaneFury » Mon Jun 20, 2011 3:20 am

I would really like this too, as it will be possible to exploit this for allowing multiple appearances within the same player class. So far I've been using dummy inventory item checks, but the resulting 'skin' doesn't seem to animate properly when standing still.

Re: Ability to change player's skin on per weapon basis?

by some_random_guy » Wed May 04, 2011 6:43 pm

OMG, I've been trying to figure out how to do this in ZDoom and I was about to suggest it!
This would make it so that you don't have to look at the same dumb sprite all the time, even when weapons change.

THIS is another one of many things that would turn ZDoom from "awesome" to purely "beautiful"!

Also...
NeuralStunner wrote:... And in case this is called a "multiplayer-centric feature"... No offense intended, but I don't see how [wiki=Classes:SecurityCamera]cameras[/wiki] are multiplayer only. :?
He's right. [wiki=Classes:SecurityCamera]Cameras[/wiki] shouldn't be called "multiplayer-centric".
This idea would also allow for maximum awesomeness (even in single-player) if you look at a mirror (wall with mirror special).

Seriously, the idea is great, and I hope the developers bother to add this! :shock:

Re: Ability to change player's skin on per weapon basis?

by Snarboo » Mon May 02, 2011 12:44 am

Given the way crouching sprites are handled, I'd imagine it would be better to handle the weapon skins on the player.

Edit: Derp didn't read the first post. I thought the skin was being put on the weapon heh. Leaving this here for posterity.

Re: Ability to change player's skin on per weapon basis?

by NeuralStunner » Sun May 01, 2011 11:14 pm

That was basically the point of this suggestion on SkullTag: See if they'd implement it, then pull it into ZDoom as well. No bites though.

... And in case this is called a "multiplayer-centric feature"... No offense intended, but I don't see how [wiki=Classes:SecurityCamera]cameras[/wiki] are multiplayer only. :?

Ability to change player's skin on per weapon basis?

by bgraybr » Sun May 01, 2011 10:33 pm

I found and read through this old thread prior to making this post, and understand why the developer's don't want to backport Weapon.PreferredSkin.
I thought up a solution to the problem, I don't know if its any better but I thought that I might as well suggest it.

What if you could assign skins to each weapon within the player class? That way, the weapon would not need to interact with the player class anymore than it already does (assuming that PlayerPawn actually "knows" which weapon it has selected), and nothing would have to be unconditionally replaced.

Example:

Code: Select all

ACTOR DoomPlayer2 : Doomplayer
{
  Player.WeaponSkin "Pistol" "PistolMarine"
}

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