SetActorState:A question about future custom states support

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Nash
 
 
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A question about future custom states support

Post by Nash »

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.
Last edited by Nash on Sun Dec 03, 2006 4:08 pm, edited 1 time in total.
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randi
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Post by randi »

I don't see why not. I'm moving this to feature suggestions to make sure I don't forget about it.
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Nash
 
 
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Post by Nash »

Awesome, Randy. It's good to know that there will be a proper way to do custom animations via ACS in future.
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Post by Alterworldruler »

Yeah it will be mind-sucking feature :P joke

anyway it's gonna be a really good feature!
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Post by edward850 »

on another subject, what will happen to the old sates, i have heard they will be removed, will this mean that you can no-longer play wads like sonic doom?
Spoiler:
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Graf Zahl
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Post by Graf Zahl »

Haven't you read my response in the other thread?
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Post by Jimmy »

Yet another great feature suggestion! 2.1.5 is going to ROCK. :rock:
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Theshooter7
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Post by Theshooter7 »

Custom States are for 2.2.0 I thought 0_o
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edward850
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Post by edward850 »

Graf Zahl wrote:Haven't you read my response in the other thread?
yes but you locked it so i couldnt reply, and the wiki said that modders had to make changers quicqly because the current states will be removed
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Post by Graf Zahl »

Nobody said that. The only thing that will get removed are the old state assignment commands. Otherwise it's be huge waste of time to do.
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Post by edward850 »

ok, thanks for clearing that up for me (thats what i like about zdoom, has such friendly mods)
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Post by Nash »

edward850 wrote:(thats what i like about zdoom, has such friendly mods)
LOL
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Ryan Cordell
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Post by Ryan Cordell »

Well atleast it's a compliment. It's not exactly well moderated for sure, but it does the job enough. :)
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Nash
 
 
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Post by Nash »

Bump because custom states are already in.

Looks like we don't have to wait for 2.2.0 for custom states after all... or maybe Randy is going to bump the next version straight to 2.2.0? Who knows. :shrug:
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Post by Cutmanmike »

I'll cry if my multiplayer bug isn't fixed before then because I have SO many uses for this.
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