[ZSCRIPT] Any clues how to override Intermission End Cast?

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[ZSCRIPT] Any clues how to override Intermission End Cast?

Postby Ozymandias81 » Sat May 09, 2020 5:46 pm

As the title says, I need to edit enemy/classname position when Doom2Cast is parsed during the End intermission in order to align it to the background...
Any hints on how do this? Do I need to go for ZScript or is it possible already in mapinfo? Help will be very appreciated, it is last detail to take care about Austerity remaster in case you wonder :)
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Ozymandias81
Doom is a State of Mind... Out of Control.
 
Joined: 04 Jul 2013
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Graphics Processor: nVidia with Vulkan support

Re: [ZSCRIPT] Any clues how to override Intermission End Cas

Postby AFADoomer » Sat May 09, 2020 6:09 pm

I don't think the innards of the cast calls are exposed to ZScript.

The print location is hard-coded into the engine (here - it scales the location to what would be y = 180 on a 200 pixel tall screen).
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Re: [ZSCRIPT] Any clues how to override Intermission End Cas

Postby Ozymandias81 » Sat May 09, 2020 6:18 pm

Ah mmh thought so, it was exactly that what I had found but had doubts about how to customise it somehow... Problem is that via Draw I can't anyway move monsters position... Unless I add differently offeseted sprites to make them appear maybe?
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Ozymandias81
Doom is a State of Mind... Out of Control.
 
Joined: 04 Jul 2013
Location: Mount Olympus, Mars
Github ID: Ozymandias81
Operating System: Windows Vista/7/2008 64-bit
Graphics Processor: nVidia with Vulkan support


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