SetActorState:A question about future custom states support
Moderator: GZDoom Developers
A question about future custom states support
Would I be able to use ACS to change the actor's states in future?
The reason I ask this is that I'd like to create animations for cutscenes. Currently the only way to do it is to define different actors for different animations and spawn/destroy them accordingly.
I think it'd make more sense to just define one actor, and have several states for example "Walking", "Talking1", "Talking2" etc, and use ACS to change them as the cutscene progresses.
Another reason why this feature would be great is for something I'm working on. I'm messing around with a sidescroller thing based off Castlevania and it works and controls great; except for the fact that the player's animations are based off the Doomguy so it looks really stupid. I've added lots of custom animations but they are all done using messy hacks (lots of actors that represent the different animations attached to Doomguy's position)
Will that be possible in the future? Otherwise I'll have to resort to the messy "spawn and destroy actors" method.
EDIT:
I'm not sure if this would be possible, but an ACS function to retrieve an actor's current state would compliment the above nicely. I was thinking that it would return the string of the state.
The reason I ask this is that I'd like to create animations for cutscenes. Currently the only way to do it is to define different actors for different animations and spawn/destroy them accordingly.
I think it'd make more sense to just define one actor, and have several states for example "Walking", "Talking1", "Talking2" etc, and use ACS to change them as the cutscene progresses.
Another reason why this feature would be great is for something I'm working on. I'm messing around with a sidescroller thing based off Castlevania and it works and controls great; except for the fact that the player's animations are based off the Doomguy so it looks really stupid. I've added lots of custom animations but they are all done using messy hacks (lots of actors that represent the different animations attached to Doomguy's position)
Will that be possible in the future? Otherwise I'll have to resort to the messy "spawn and destroy actors" method.
EDIT:
I'm not sure if this would be possible, but an ACS function to retrieve an actor's current state would compliment the above nicely. I was thinking that it would return the string of the state.
Last edited by Nash on Sun Dec 03, 2006 4:08 pm, edited 1 time in total.
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