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Re: [GZDoom] Actor and camera roll (pull request)
Posted: Thu Feb 12, 2015 10:47 am
by Nash
You mean getting a spawned object to inherit its parents' roll with A_SpawnItemEx? Maybe you can ask Major Cooke to do it; he's had more experience with that kind of stuff. Currently spawned objects do not inherit its parents roll.
Re: [GZDoom] Actor and camera roll (pull request)
Posted: Fri Feb 13, 2015 5:06 pm
by HeXaGoN
I looked at the example WAD and now I'm thinking there really should be something implemented so that pitch/yaw change for the player is relative/respective to the roll angle. It feels awkward to try to look around!

Re: [GZDoom] Actor and camera roll (pull request)
Posted: Fri Feb 13, 2015 11:36 pm
by Nash
Now that you mention it; you can do that but you'll have to come up with your own solution. Freeze the player completely, poll the player's movement input and at the end of the loop, you move/rotate the player. You can use your custom math to make it so that the pitch and yaw will always stay constant regardless of player roll.
Hope that made sense, I'm in a hurry to the airport now so I may have been a little cryptic
I think it should be in the EXE but...
1) What would it be? MAPINFO flag? Player property?
2) I definitely don't know how to do it. I've never touched the parts of the engine involving player angle and pitch. I need help on this.
Re: [GZDoom] Actor and camera roll (pull request)
Posted: Sat Feb 14, 2015 7:14 am
by HeXaGoN
It could be done with some trig, but it's very tricky to try with just ACS. I had some success with ACS (as in, looking up/down didn't work, but looking left/right did) but it wasn't perfect.
I was thinking a console variable at first, but a player property would certainly be more appropriate, because if you can change it w/ SetPlayerProperty in an ACS script, making this feature even more useful.
Re: [GZDoom] Actor and camera roll (pull request)
Posted: Sat Feb 14, 2015 9:49 am
by Nash
Alright. I'll take a look at it... eventually... if I get the help I need...
Re: [GZDoom] Actor and camera roll (pull request)
Posted: Sat Feb 14, 2015 4:10 pm
by Major Cooke
I could try and help you out with it if you need.
Re: [GZDoom] Actor and camera roll (pull request)
Posted: Sat Feb 14, 2015 4:53 pm
by Major Cooke
Nash wrote:You mean getting a spawned object to inherit its parents' roll with A_SpawnItemEx? Maybe you can ask Major Cooke to do it; he's had more experience with that kind of stuff. Currently spawned objects do not inherit its parents roll.
Oh stop kidding yourself, it's
piss easy! 
Just look at what I change and that's all you need to know to do it.
Re: [GZDoom] Actor and camera roll (pull request)
Posted: Mon Feb 16, 2015 5:10 am
by jpalomo
While this is a nice addition to GZDoom, I feel like this is only half complete.
INPUT_ROLL still isn't supported, and there are no input controls to change the player's roll outside of using the +user# commands with an ACS script.
Re: [GZDoom] Actor and camera roll (pull request)
Posted: Mon Feb 16, 2015 11:51 am
by NeuralStunner
jpalomo wrote:While this is a nice addition to GZDoom, I feel like this is only half complete.
INPUT_ROLL still isn't supported, and there are no input controls to change the player's roll outside of using the +user# commands with an ACS script.
Well, those aren't going to do any good without Roll first actually doing anything relevant, which it's only just begun to do.
Seems like making it really controllable will still require angle/pitch translation and unclamped freelook. (Both of which should be "switch on" behaviors, i should add.)
Re: [GZDoom] Actor and camera roll (pull request)
Posted: Fri Feb 20, 2015 2:53 pm
by Major Cooke
I think it's time for a new thread on this subject.
HERE BE THE BOOTY!
Re: [GZDoom] Actor and camera roll (pull request)
Posted: Sat Feb 21, 2015 7:53 am
by D2JK
Perhaps a stupid question, but I just downloaded the most recent GZDoom dev build, and wondered if something like this would be possible to do now:
Code: Select all
Actor SpinningProjectile
{
...
States
{
Spawn:
PROJ A 1 A_SetRoll(roll+30)
Loop
}
}
This would eliminate the need for several sprites with increasing rotation.
I just tried this code in GZDoom; it had no effect on the appearance of the projectile, but didn't crash the game either.
Re: [GZDoom] Actor and camera roll (pull request)
Posted: Sat Feb 21, 2015 8:17 am
by Gez
Sprites don't roll. You want a spinning projectile in GZDoom using this method, you'll need to use a 3D model which has INHERITACTORROLL flag in its [wiki]MODELDEF[/wiki].
Re: [GZDoom] Actor and camera roll (pull request)
Posted: Sat Feb 21, 2015 8:33 am
by Ozymandias81
Gez wrote:Sprites don't roll. You want a spinning projectile in GZDoom using this method, you'll need to use a 3D model which has INHERITACTORROLL flag in its [wiki]MODELDEF[/wiki].
So
this (
with sprites) can't be done ATM.
Re: [GZDoom] Actor and camera roll (pull request)
Posted: Sat Feb 21, 2015 9:13 am
by Gez
Indeed.
Re: [GZDoom] Actor and camera roll (pull request)
Posted: Sat Feb 21, 2015 10:03 am
by Nash
I tried to see if I could find a way to rotate the sprites like that for those Unreal Engine-esque smoke particles but I couldn't figure it out. If I eventually figure out how to do it (I'm sure it's much easier than I thought it would be), I'll be sure to add it in...