Highlighted Through Walls Effect?

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Highlighted Through Walls Effect?

Postby TXTX » Sun Mar 10, 2019 5:50 am

I've only seen it done a few times in a couple mods that I'm drawing blanks on right now. Anyone know the code/effect that allows you to see monsters highlighted through walls?
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Re: Highlighted Through Walls Effect?

Postby Grey-Wolf » Mon Mar 11, 2019 10:01 am

I'd also like to know. Following.
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Re: Highlighted Through Walls Effect?

Postby TDRR » Thu Mar 14, 2019 11:13 am

https://zdoom.org/wiki/Hudmessageonactor

Do note that this is ACS only, not DECO.

Make sure to give a thing ID to the thing you want highlighted, either on it's actor definition: Thing_ChangeTID(0, type tid number here)

Or on the map itself.
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Re: Highlighted Through Walls Effect?

Postby TXTX » Thu Mar 14, 2019 12:28 pm

Thanks for the help. Also know how to get an actor's current sprite through acs?
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Re: Highlighted Through Walls Effect?

Postby TDRR » Thu Mar 14, 2019 1:51 pm

TXTX wrote:Thanks for the help. Also know how to get an actor's current sprite through acs?

Sadly, you can't. But you can give each monster a different TID and based on that TID you can select a specific sprite for each monster.
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Re: Highlighted Through Walls Effect?

Postby TXTX » Thu Mar 14, 2019 2:39 pm

TDRR wrote:
TXTX wrote:Thanks for the help. Also know how to get an actor's current sprite through acs?

Sadly, you can't. But you can give each monster a different TID and based on that TID you can select a specific sprite for each monster.

I see, still thanks for that. It's helped a lot.
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Re: Highlighted Through Walls Effect?

Postby Talon1024 » Thu Mar 14, 2019 7:49 pm

Guncaster has the stratocaster for the Augur, which highlights enemies behind walls if it's active, and you're zoomed in.

EDIT: The relevant actor is called AugurTarget in zscript/guns/AugurExtras.txt.

The development builds of WolfenDoom also use a RenderOverlay event handler, along with the Gutamatics library (Part of D4D) to highlight mines with the mine sweeper.

Although, in both cases, you'll have to get permission from KeksDose if you want to use the code from Guncaster, or AFADoomer if you want to use the code from WolfenDoom.
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Re: Highlighted Through Walls Effect?

Postby TXTX » Wed Apr 17, 2019 6:56 am

Talon1024 wrote:Guncaster has the stratocaster for the Augur, which highlights enemies behind walls if it's active, and you're zoomed in.

EDIT: The relevant actor is called AugurTarget in zscript/guns/AugurExtras.txt.

The development builds of WolfenDoom also use a RenderOverlay event handler, along with the Gutamatics library (Part of D4D) to highlight mines with the mine sweeper.

Although, in both cases, you'll have to get permission from KeksDose if you want to use the code from Guncaster, or AFADoomer if you want to use the code from WolfenDoom.

Super late but I've gotta check this out, thanks for letting me know.
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