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forceclass = DoomPlayerI know this is possible- You say we cannot change class in-game, but what about between intermissions, hmnn?
Moderator: GZDoom Developers
Code: Select all
forceclass = DoomPlayerCode: Select all
Script 1 (void)
{
ChangeLevel ("NEWMAP", 0, 0, GameSkill(), "NewClass");
}What if someone warps directly to a map from the console?SnowKate709 wrote:Code: Select all
Script 1 (void) { ChangeLevel ("NEWMAP", 0, 0, GameSkill(), "NewClass"); }
Well it is a cheat, so of course they would assume their default class, which, as I said before, is useful for testing maps that can be played through with different classes (ala Hexen).Ghastly_dragon wrote:What if someone warps directly to a map from the console?
Ghastly_dragon wrote:What about about Skulltag's map change votes? That's not a cheat.
Of course if you really look at it, it breaks down in multiplayer because there's no way, script or otherwise, to set a class for a specific player, only for all of them at once. In this I'm assuming doing so through a script only affects the script activator, whereas in mapinfo it affects ALL players. In this case if 'default' is specified it'd be more of a 'soft change' as script class changes would override map classes, whereas the force option would override script changes.I wrote:[...] in this case it'd probably be better to use a "defaultclass" for when one isn't specified instead of forcing it to that value for every map change, as there may be some situations where you don't specifically want to force the player to change classes [...]
Want long? ZDCMP1 has over 1000 lines of ACS script...Tapika wrote:Sure, ACS may be flexable, but in the end when you want to do some last minuite changes you don't have to go through hell compiling a really long script.