Implementing a combo system

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cinnagoat_
Posts: 9
Joined: Mon Dec 07, 2020 3:35 pm

Implementing a combo system

Post by cinnagoat_ »

I need some assistance on how I should go about writing a codebase that essentially functions like Hotline Miami's combos.

Whenever you get a kill, I want it to display HUD images depending on how many kills you get, and disappear whenever you haven't killed anything in a period of time. What would be the best way to format it? I tried to find other WADs so I could reference and learn the code, but to no avail. :D
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Dan_The_Noob
Posts: 877
Joined: Tue May 07, 2019 12:24 pm
Graphics Processor: nVidia with Vulkan support

Re: Implementing a combo system

Post by Dan_The_Noob »

maybe look into buffs/debuffs
use enemy sprites or a counter as the display etc etc.
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cinnagoat_
Posts: 9
Joined: Mon Dec 07, 2020 3:35 pm

Re: Implementing a combo system

Post by cinnagoat_ »

I was moreso wanting something built into the HUD system.
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Dan_The_Noob
Posts: 877
Joined: Tue May 07, 2019 12:24 pm
Graphics Processor: nVidia with Vulkan support

Re: Implementing a combo system

Post by Dan_The_Noob »

yeah, usually buff/debuff mods show something on the screen. you could easily use a timed buff in the same way as a combo counter.
Jarewill
 
 
Posts: 1805
Joined: Sun Jul 21, 2019 8:54 am

Re: Implementing a combo system

Post by Jarewill »

I've made an ACS script like this:
Spoiler:
However, it has no way of detecting what killed the monster, so if another monster kills it, it will add to the combo.

Edit: Figured out a way to detect who killed the monster using ZScript.
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cinnagoat_
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Joined: Mon Dec 07, 2020 3:35 pm

Re: Implementing a combo system

Post by cinnagoat_ »

I implemented and tested the code and it doesn't seem to count if you get a multi-kill. Is there anything that can make it possibly detect multiple kills in one go? Like a rocket killing a group of zombiemen.
Jarewill
 
 
Posts: 1805
Joined: Sun Jul 21, 2019 8:54 am

Re: Implementing a combo system

Post by Jarewill »

My bad.
In the ZScript file replace:

Code: Select all

e.Thing.ACS_NamedExecute("ComboGet",0,0,0,0);
With:

Code: Select all

e.Thing.ACS_NamedExecuteAlways("ComboGet",0,0,0,0);
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cinnagoat_
Posts: 9
Joined: Mon Dec 07, 2020 3:35 pm

Re: Implementing a combo system

Post by cinnagoat_ »

Thanks a bunch, yo! I'll make sure to credit you when I complete my mod. I'm not very well versed in ACS/ZScript unless it has to do with mapping, so this is extremely useful.
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LossForWords
Posts: 684
Joined: Fri Jan 13, 2017 9:08 pm

Re: Implementing a combo system

Post by LossForWords »

Tweaked the ACS a bit to display combo numbers past 10.

Code: Select all

#library "SCORE"
#include "zcommon.acs"

int combokills; //Amount of kills
int combotimer; //Timer before combo ends

Script "ComboSystem" ENTER
{
    str combomessage;
    While(true)
    {
        If(combokills>0)
        {
            SetFont("BIGFONT");
            HudMessage(s:"\cf",i:combokills,s:"x"; HUDMSG_PLAIN, 100, 0, 0.5, 0.2, 0);
            int time = Ceil(FixedDiv(combotimer<<16,35.0));
            SetFont("SMALLFONT");
            HudMessage(f:time; HUDMSG_PLAIN, 101, 0, 0.5, 0.22, 0);
            If(combotimer<=0){combokills=0;} //When timer runs out, combo ends
            Else{combotimer--;}
        }
        Else
        {
            HudMessage(s:" "; HUDMSG_PLAIN, 100, 0, 0.5, 0.2, 0);
            HudMessage(s:" "; HUDMSG_PLAIN, 101, 0, 0.5, 0.2, 0);
        }
        Delay(1);
    }
}

Script "ComboGet" (void)
{
    combokills++; //Add to the counter
    combotimer=175; //5 seconds
} 
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