Custom player/hexen classes in decorate

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The Ultimate DooMer
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Post by The Ultimate DooMer »

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.
Well there's at least one mod that won't be like that... :p (and all already done with scripting and testing)
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DoomRater
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Post by DoomRater »

I think Generations Arena is a good example of a class based weapons mod that puts enough testing into the weapons to make sure they're still balanced between classes. Well, not to mention that it comes with DM maps too...
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sirjuddington
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Post by sirjuddington »

Nice stuff. If it ever gets into the official ZDoom (or GZDoom even), I might just start on my old Doom-RPG project again :P
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Phobus
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Post by Phobus »

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.
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Ryan Cordell
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Post by Ryan Cordell »

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.
I think, if I'd go on my own..

Character one would have;
E1M1 to E1MXX (Whatever it is. <.<)

Character two would have;
E2M1 to E2MXX (Whatever too.)

So on.
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Shadelight
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Post by Shadelight »

There should be a ChangeClass ACS script to go with this, heh, that would be cool.
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DoomRater
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Post by DoomRater »

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.
Personally if people do that I'd like to see em meet up at the end. Neither Hexen nor Front Mission 4 did that.
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Phobus
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Post by Phobus »

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.
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Sphagne
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Post by Sphagne »

Can there be an ACS command to examine the race of the player?

For instance you can give each race that you create a code number, and later use an ACS function to get that code number, something like "int GetRaceCode".

Thus you can specialize some level features for each race.
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Post by DoomRater »

If by race you mean class then there'd better be something similar to that.
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Post by BouncyTEM »

blump.
is there any progress worth mentioning on this? This feature would be really neat and I would like to know if there's any progress on it...
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Necromage
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Post by Necromage »

While we are at it can we have a dropitem like monsters that works the same (even if you don't have it) and a similar version that drops an item only if you have it.
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Post by DoomRater »

You want to be able to cause items to drop from a monster's inventory? That would be cool.
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Shadelight
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Post by Shadelight »

Hey...I've got a suggestion...there should be a couple ACS to go along with this, that would be sweet.
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Grubber
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Post by Grubber »

done

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
    ...
}
KEYCONF

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
More info later because I'm tired now ;).
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