Well there's at least one mod that won't be like that...NecroMage wrote:I would generally have to aggree with you. I do not think that the moajority of the people would actually use custom classes as a way to create a dynamic and flowing mod and will just turn out to be nothing more then different weapons sets.
Custom player/hexen classes in decorate
Moderator: GZDoom Developers
- The Ultimate DooMer
- Posts: 2109
- Joined: Tue Jul 15, 2003 5:29 pm
- Location: Industrial Zone
- sirjuddington
- Posts: 1030
- Joined: Wed Jul 16, 2003 4:47 am
- Location: Australia
- Contact:
- Ryan Cordell
- Posts: 4349
- Joined: Sun Feb 06, 2005 6:39 am
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Capital of Explodistan
I think, if I'd go on my own..Phobus wrote:I've recently thought of some cool ideas for this. Basicaly, each character is it's own episode. Not sure How that would work out, but I'm pretty sure it can be done.
Character one would have;
E1M1 to E1MXX (Whatever it is. <.<)
Character two would have;
E2M1 to E2MXX (Whatever too.)
So on.
- Shadelight
- Posts: 5113
- Joined: Fri May 20, 2005 11:16 am
- Location: Labrynna
Well, with my idea it wouldn't be possible to have everybody meet up at the end.
Think of my 'episodes' as their own individual wads, timeline, character and all, but playing with the same monsters. In my plan, at the end of Episode 1 you see the character from Episode 2, but neither sees the one from Episode 3, and I don't know about 4 or not.
Think of my 'episodes' as their own individual wads, timeline, character and all, but playing with the same monsters. In my plan, at the end of Episode 1 you see the character from Episode 2, but neither sees the one from Episode 3, and I don't know about 4 or not.
- Shadelight
- Posts: 5113
- Joined: Fri May 20, 2005 11:16 am
- Location: Labrynna
done
For now only basic functionality is implemented.
DECORATE
KEYCONF
More info later because I'm tired now
.
For now only basic functionality is implemented.
DECORATE
Code: Select all
actor TestPlayer : PlayerPawn
{
...
// name to use in playerclass CVAR, menu etc.
Player.DisplayName Guy
// sound class for this player (see $player* commands in SNDINFO)
Player.SoundClass player
// the color range to translate with player's color
Player.ColorRange 112 127
// jump z, actual jump height = jump z * 8
Player.JumpZ 9.75
// the player's view height
Player.ViewHeight 40
// speed modifiers, first number is for walking, the other (optional) is for running
Player.ForwardMove 0.9 1.1
Player.SideMove 0.5
// default items
Player.StartItem Fist
Player.StartItem Shotgun
Player.StartItem Shell 20
// multiplayer scoreboard icon
Player.ScoreIcon "TESTFACE"
// disables using skins for this player class
+NOSKIN
...
}Code: Select all
// clear player class list
clearplayerclasses
// add a player class
addplayerclass DoomPlayer
// add a player class that is not visible in new game menu
addplayerclass ImpPlayer hidden