Is there a way for ACS to set and change the player sprite? Judging from past posts, it seems the answer is no. If that's the case - has anyone found a workaround of some sort?
Thanks!
Search found 49 matches
- Fri Dec 01, 2006 3:14 am
- Forum: Editing (Archive)
- Topic: Set Player Sprite
- Replies: 12
- Views: 634
- Fri Apr 08, 2005 8:13 am
- Forum: Editing (Archive)
- Topic: Maximum Sprite Size?
- Replies: 12
- Views: 857
- Wed Mar 30, 2005 10:18 am
- Forum: Editing (Archive)
- Topic: drawing a hud radar
- Replies: 57
- Views: 5897
- Tue Mar 29, 2005 2:36 pm
- Forum: Editing (Archive)
- Topic: whole number to decimil conversion
- Replies: 23
- Views: 1141
- Sat Mar 26, 2005 2:37 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Automap Functions
- Replies: 3
- Views: 998
1. IsCurrentlyInAutomap An ACS call that determines if the player is currently looking at the automap. Returns 0 if not in automap, 1 if in automap, and 2 if in automap overlay 1. should be none of the map's business. It was annoying enough that Cold As Hell did something similar for the status bar ...
- Fri Mar 25, 2005 3:19 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Automap Functions
- Replies: 3
- Views: 998
Automap Functions
1. IsCurrentlyInAutomap An ACS call that determines if the player is currently looking at the automap. Returns 0 if not in automap, 1 if in automap, and 2 if in automap overlay 2. Custom Automap Colors Allow the modder to choose what colors the automap uses. If the any of the AM_* variables are not ...
- Fri Mar 25, 2005 12:00 pm
- Forum: Editing (Archive)
- Topic: activate script when player hits +USE key
- Replies: 3
- Views: 261
The problem with the SectorThing solution is: I'd like for the player to be able to hit +USE to initiate and exit conversations. Initiating the conversation is not a problem; it's just a simple check to see if the target character is in range & is currently visible. The player is frozen with APROP ...
- Fri Mar 25, 2005 1:47 am
- Forum: Editing (Archive)
- Topic: activate script when player hits +USE key
- Replies: 3
- Views: 261
activate script when player hits +USE key
I posted this topic about a year ago, and in light of all the new zdoom/acs features, I figured asking again was worth a shot. Is there a way for a script to determine when the player hits the +USE key? I'm implementing a conversation system, and I think it'd be great if the player could simply face ...
- Thu Mar 24, 2005 10:05 pm
- Forum: Editing (Archive)
- Topic: drawing a hud radar
- Replies: 57
- Views: 5897
sniper joe: The wad package contains a first pass at making a compass/radar hud display with a hint of lemon meringue. If anyone can improve the recipe feel free to share. http://www.planethalflife.com/blended/zfiles/rada.gif My intention for doing this is to accomodate giant maps, a la Operation ...
- Sun Mar 20, 2005 12:08 pm
- Forum: Editing (Archive)
- Topic: drawing a hud radar
- Replies: 57
- Views: 5897
- Sun Mar 20, 2005 2:58 am
- Forum: Editing (Archive)
- Topic: drawing a hud radar
- Replies: 57
- Views: 5897
enjay: here ya go! Run the wad and start map01
http://www.planethalflife.com/blended/zfiles/zoo2.wad 137k
Tried all the suggestions, but still haven't been able to get the sin and cos functions to work! I must be missing something very obvious.
http://www.planethalflife.com/blended/zfiles/zoo2.wad 137k
Tried all the suggestions, but still haven't been able to get the sin and cos functions to work! I must be missing something very obvious.
- Sun Mar 13, 2005 12:32 am
- Forum: Editing (Archive)
- Topic: drawing a hud radar
- Replies: 57
- Views: 5897
The above code works. The compass rotates, points north, and the red diamond points toward the objective. The ugly findcosine and findsine functions already include the radians-degrees conversion. I just dislike how so much of it uses cheap hacks and hardcoded values. I can't get a grip on the ACS ...
- Sat Mar 12, 2005 7:26 pm
- Forum: Editing (Archive)
- Topic: drawing a hud radar
- Replies: 57
- Views: 5897
- Sun Mar 06, 2005 4:56 pm
- Forum: Editing (Archive)
- Topic: retrieving a player name
- Replies: 12
- Views: 823
- Sun Mar 06, 2005 3:51 pm
- Forum: Editing (Archive)
- Topic: retrieving a player name
- Replies: 12
- Views: 823
retrieving a player name
Does zdoom have a function to retrieve player names? I'd like to accomodate for cooperative play and thought it would be cool to have a tiny hud display with information on your coop buddies, such as their health and distance away from you. mr washington 70.health 32.range john ghandi 100.health 44 ...