do you have to name all the sprites, like in decorate? [/hasastupidquestionagain]Grubber wrote:DECORATE:Code: Select all
actor TestPlayer : PlayerPawn { ... // name to use in playerclass CVAR, menu etc. Player.ClassName Guy // sound class for this player (see $player* commands in SNDINFO) Player.SoundClass player // jump z, actual jump height = jump z * 8 Player.JumpZ 9.75 // speed modifiers, first number is for walking, the other (optional) is for running Player.ForwardMove 0.9 1.1 Player.SideMove 0.5 // default items Player.StartItem Fist Player.StartItem Shotgun Player.StartItem Shell 20 // disables using skins for this player class +NOSKIN ... }
New features (last update 8.8.2005)
Moderator: GZDoom Developers
- Shadelight
- Posts: 5113
- Joined: Fri May 20, 2005 11:16 am
- Location: Labrynna
- HobbsTiger1
- Posts: 1235
- Joined: Fri Jan 07, 2005 7:29 pm
- Location: #DMClub
- Contact:
It will be in DECORATE for sure, in ACS it would be accesible via built-in function/some hacks.Sir_Alien wrote:Is it safe to assume that this feature will be accessible from ACS, or is it implemented in another way?
Yes.TheDarkArchon wrote:Question: Will we be able to have class specific weapons
It is DECORATE, so yes.KingofFlames wrote:do you have to name all the sprites, like in decorate?
- Shadelight
- Posts: 5113
- Joined: Fri May 20, 2005 11:16 am
- Location: Labrynna
we don't need See: frames though, we just need Spawn: frames right?
and entering and exiting the skin, would just be plain stupid.
I don't think Grubber would as kgsws never released the source, correct me if I'm wrongDoomRater wrote:Planning to add the +Drivable flag and some of kgsws's code (if that's at all available)? Being able to enter and exit a skin would rock, and being able to take the HP of the object would rock even more. Just.... that code didn't have any jumping.
and entering and exiting the skin, would just be plain stupid.
- Shadelight
- Posts: 5113
- Joined: Fri May 20, 2005 11:16 am
- Location: Labrynna
- The Ultimate DooMer
- Posts: 2109
- Joined: Tue Jul 15, 2003 5:29 pm
- Location: Industrial Zone
So 96x is still being worked on? (I'm still using 96x atm)
In which case I salute, and can I request the following:
============
Remove or extend the limit for the number of weapons allowed in each keyconf weapon slot. (currently it's set to 8, and due to the nature of my rpg system I have 42 weapons in slot 1 alone, and over 100 in total )
============
Add the ability for decorate weapons to use more than 2 ammo types. (one of mine uses 4 types)
============
In which case I salute, and can I request the following:
============
Remove or extend the limit for the number of weapons allowed in each keyconf weapon slot. (currently it's set to 8, and due to the nature of my rpg system I have 42 weapons in slot 1 alone, and over 100 in total )
============
Add the ability for decorate weapons to use more than 2 ammo types. (one of mine uses 4 types)
============
- The Ultimate DooMer
- Posts: 2109
- Joined: Tue Jul 15, 2003 5:29 pm
- Location: Industrial Zone
- Shadelight
- Posts: 5113
- Joined: Fri May 20, 2005 11:16 am
- Location: Labrynna
Well, I was reading the News forum, and people there said that the new oficial ZDoom version will take a lot of time to be released... with this, I think it's a good idea for the people here to go back developing the unnoficial build...
Btw, I found some problems with some actions:
A_Jiggle -> isn't working;
A_DropInventory -> needs a "0,1" variable for notuse/use ammo; it's unusable in this form;
And one request:
+LEVELPOWER -> for inventories, to keep the same quantity when you pass a level
Thanks!
Btw, I found some problems with some actions:
A_Jiggle -> isn't working;
A_DropInventory -> needs a "0,1" variable for notuse/use ammo; it's unusable in this form;
And one request:
+LEVELPOWER -> for inventories, to keep the same quantity when you pass a level
Thanks!
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49071
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Daniel wrote: And one request:
+LEVELPOWER -> for inventories, to keep the same quantity when you pass a level
Thanks!
You are misinterpreting +HUBPOWER. It has no effect on inventory items. All it says is that a powerup lasts across levels and isn't reset when changing.
Example:
The Wings of Wrath last in all levels of a hub so the PowerFlight actor uses +HUBPOWER.
What you want can be set in MAPINFO with the 'keepfullinventory' keyword. If you want to reduce some items specifically to 1 or anything else you should do that with ACS because it allows far more control than some generic option.
- DoomRater
- Posts: 8265
- Joined: Wed Jul 28, 2004 8:21 am
- Preferred Pronouns: He/Him
- Location: WATR HQ
- Contact:
And with another request, how about a TakeAmmo codepointer? The idea is that TakeInventory will remove items from an inventory or ammo type even when the InfiniteAmmo cvar is active, and I need some weapons to use more than one type or amount of ammo. TakeAmmo would check the CVAR before taking anything.