My radar
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
-
Richard213
- Posts: 43
- Joined: Sun Dec 05, 2004 1:35 pm
My radar
ACS is unstoppable 
- Attachments
-
wallradar.rar- A radar i made for no reson
- (18.09 KiB) Downloaded 101 times
- MasterOFDeath
- ... in rememberance ...
- Posts: 2024
- Joined: Sat Apr 03, 2004 10:58 am
- Kappes Buur
-

- Posts: 4201
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
- Contact:
This is quite interesting.
I can see it to be useful in singleplayer maps, where at certain points in the map you come across
one of those walldisplays. Great for orientation.
But in multiplayer games this can be frustating, as you stand there studying the radar, and thusly
present an easy and unattentive target, to be mowed down in the prime of your gamelife.
For the time being I like Grubber's radar, which is a HUD overlay, better, even though it does not
display as much information.
I can see it to be useful in singleplayer maps, where at certain points in the map you come across
one of those walldisplays. Great for orientation.
But in multiplayer games this can be frustating, as you stand there studying the radar, and thusly
present an easy and unattentive target, to be mowed down in the prime of your gamelife.
For the time being I like Grubber's radar, which is a HUD overlay, better, even though it does not
display as much information.
Last edited by Kappes Buur on Sun Oct 09, 2005 1:52 pm, edited 1 time in total.
- Cutmanmike
- Posts: 11354
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
- Contact:
- Bio Hazard
- Posts: 4019
- Joined: Fri Aug 15, 2003 8:15 pm
- Location: ferret ~/C/ZDL $
- Contact:
- Inuyasha_989
- Posts: 612
- Joined: Thu Oct 16, 2003 2:51 pm
- Location: Player Connector
- Contact:
Very nice, this is the sort of thing that we need in real life, it beats a 'YOU ARE HERE' sign. It's just a shame it doesn't come with little labels.
Still, thinking realisticly (in a doom sense) that is excellent. I bet it uses GetActor stuff combined with...
...Nah, you can't have done it the way I was thinking, that's too many wall frames. does it get broken by additions to the map? (such as summon monsters) or am I going to have to find out myself?
Still, thinking realisticly (in a doom sense) that is excellent. I bet it uses GetActor stuff combined with...
...Nah, you can't have done it the way I was thinking, that's too many wall frames. does it get broken by additions to the map? (such as summon monsters) or am I going to have to find out myself?
-
Richard213
- Posts: 43
- Joined: Sun Dec 05, 2004 1:35 pm
It get the actor tid possition and with math places decorate actors over the wall texturePhobus wrote:Very nice, this is the sort of thing that we need in real life, it beats a 'YOU ARE HERE' sign. It's just a shame it doesn't come with little labels.
Still, thinking realisticly (in a doom sense) that is excellent. I bet it uses GetActor stuff combined with...
...Nah, you can't have done it the way I was thinking, that's too many wall frames. does it get broken by additions to the map? (such as summon monsters) or am I going to have to find out myself?
