mugshot use in means of death

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darkwyder
Posts: 22
Joined: Tue Dec 09, 2008 4:07 pm

mugshot use in means of death

Post by darkwyder »

I'm working on a map in which whenever the player falls in a deep hole you can hear the marine scream (like in hexen), but i would like to see the OUCH face, just at the instant he is falling (i don't think is cool watching his normal face when he's falling)
So i wanted to do this via script, and i think i'm getting it something like this:

script 33 open
{
MOD_FALLING
setmugshotstate("Ouch");
}


Obviously the use of MOD_FALLING is incorrect, so i was hoping you could guide me here xD
oh yeah... and i still listen to the classic sound of marine's death when he reaches the floor... is it possible that the player dies silently when he reaches the bottom?
Any help appreciated xD
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Indecom
Posts: 271
Joined: Mon Jul 13, 2009 3:33 pm

Re: mugshot use in means of death

Post by Indecom »

MOD_Falling is used to set the damage type for a sector, i think what you want to do is use a script to see how high the player is above the ground, and check to see if this sector is a mod_falling sector, then set the mugshot to ouch. i'm not entirely sure, but that's where i'd start.
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Dark-Assassin
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Location: South Australia

Re: mugshot use in means of death

Post by Dark-Assassin »

i think this can be done with a_jumpif and GetActorFloorZ, or something similar
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Ryan Cordell
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Re: mugshot use in means of death

Post by Ryan Cordell »

If you want an ACS script for checking all of that jumping, falling and standing stuff, try this. Modify as needed, of course.

Code: Select all

SCRIPT 253 ENTER
{
   int zcheck_var1 = (GetActorZ(0) == GetActorFloorZ(0));
   int zcheck_var3;

   while(zcheck_var1 == zcheck_var3)
   {
//      TakeInventory("Action_JumpBob",1);
//      TakeInventory("Action_FallBob",1);
      print(s:"You are standing. Arr!");

      zcheck_var3 = GetActorZ(0);

      if(zcheck_var1 < zcheck_var3) //Jumping.
      {
//         TakeInventory("Action_FallBob",1);
//         GiveInventory("Action_JumpBob",1);
         print(s:"You are jumping. Woot.");
      }
      if(zcheck_var1 > zcheck_var3) //Falling.
      {
//         TakeInventory("Action_JumpBob",1);
//         GiveInventory("Action_FallBob",1);
         print(s:"You are falling. Wee.");
      }
      zcheck_var1 = zcheck_var3;
      delay(1);
   }
}
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darkwyder
Posts: 22
Joined: Tue Dec 09, 2008 4:07 pm

Re: mugshot use in means of death

Post by darkwyder »

It occured to me a more simple way to achieve this thing i wanna do...
There's a really deep cliff in my map in which it's assured you will die due if you fall there, so i was thinking in putting a line at the edge of the cliff; that line will execute a script that will show the OUCH face...

I wrote it like this:
script 33 (void)
{
setmugshotstate("Ouch");
}


But then I get this error:

Line 209 in file "script.acs" ...
script.acs:209: Function setmugshotstate is used but not defined.

The ACS compiler did not compile your script.

So how can i define the setmugshotstate? :shock:
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Dark-Assassin
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Location: South Australia

Re: mugshot use in means of death

Post by Dark-Assassin »

add #include zcommon.acs to the 1st line

or you have to define it
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darkwyder
Posts: 22
Joined: Tue Dec 09, 2008 4:07 pm

Re: mugshot use in means of death

Post by darkwyder »

I've written already the zcommon.acs to the 1st line...
what I need is to define the setmugshotstate. (I'm not sure how, but i think is done via SBARINFO lump)
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edward850
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Re: mugshot use in means of death

Post by edward850 »

Make sure you have updated your ACC compiler. It is a recent function after all.
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