Highlighted Through Walls Effect?

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TXTX
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Highlighted Through Walls Effect?

Post by TXTX »

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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Grey-Wolf
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Re: Highlighted Through Walls Effect?

Post by Grey-Wolf »

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

Post by TDRR »

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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TXTX
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Re: Highlighted Through Walls Effect?

Post by TXTX »

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?

Post by TDRR »

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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TXTX
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Re: Highlighted Through Walls Effect?

Post by TXTX »

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?

Post by Talon1024 »

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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TXTX
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Re: Highlighted Through Walls Effect?

Post by TXTX »

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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