Search found 49 matches

by blender81
Fri Dec 01, 2006 3:14 am
Forum: Editing (Archive)
Topic: Set Player Sprite
Replies: 12
Views: 634

Set Player Sprite

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!
by blender81
Fri Apr 08, 2005 8:13 am
Forum: Editing (Archive)
Topic: Maximum Sprite Size?
Replies: 12
Views: 857

Wintex always wonks out for me.

I use Deutex. It gives you a ton of error messages when you try to import large sprites, but nevertheless does successfully import the large sprites.
by blender81
Wed Mar 30, 2005 10:18 am
Forum: Editing (Archive)
Topic: drawing a hud radar
Replies: 57
Views: 5897

Grubber wrote:My contribution:
Looks cool! Impressive acs coding, it's very elegantly written
by blender81
Tue Mar 29, 2005 2:36 pm
Forum: Editing (Archive)
Topic: whole number to decimil conversion
Replies: 23
Views: 1141

hudmessage coordinates use the decimal place for format purposes. Here is one way to convert whole numbers to decimals: variable setup: int my_variable my_variable = 16 and in the hudmessage coordinate field: (my_variable << 16) + 0.1 will result in 16.1 edit: instead of adding 0.1, add 0.0
by blender81
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 ...
by blender81
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 ...
by blender81
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 ...
by blender81
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 ...
by blender81
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 ...
by blender81
Sun Mar 20, 2005 12:08 pm
Forum: Editing (Archive)
Topic: drawing a hud radar
Replies: 57
Views: 5897

enjay: thanks for the heads-up, I didn't know about that distance glitch. I'm guessing the problem might lie with a sqrt error earlier pointed out in this thread; still haven't looked at it yet.

And yes, the code definitely can be tidier!
by blender81
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.
by blender81
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 ...
by blender81
Sat Mar 12, 2005 7:26 pm
Forum: Editing (Archive)
Topic: drawing a hud radar
Replies: 57
Views: 5897

If anyone figures out a better way of implementing sine and cosine, please do tell. It's currently locked in at a 34-pixel radius compass. And if anyone can make the code more modular, that would be great (at the moment, everything is lumped into one giant function). have fun! http://www ...
by blender81
Sun Mar 06, 2005 4:56 pm
Forum: Editing (Archive)
Topic: retrieving a player name
Replies: 12
Views: 823

very cool. thanks Graf Zahl

Agent ME, what's the script 666 (void) net trick?
by blender81
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 ...

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