Player taunting using a hotkey?
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Player taunting using a hotkey?
Hello, was wonding if theres a way to create a player taunting system. I found a bunch of sweet swearing files and would liek to use them as player taunts using a hotkey. I reckon we would need to use acs functions? Thanks.
- R4L
- Global Moderator
- Posts: 420
- Joined: Fri Mar 03, 2017 9:53 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11 Pro
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Contact:
Re: Player taunting using a hotkey?
Take a look at wildweasel's Diaz wad. You can taunt and aggro enemies with the reload button if you have fists out.
- Matt
- Posts: 9696
- Joined: Sun Jan 04, 2004 5:37 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Debian Bullseye
- Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
- Contact:
Re: Player taunting using a hotkey?
If you don't want to replace the playerclasses and you don't want to use ZScript (or you don't want this to be dependent on a custominventory item remaining in the player's inventory), ACS will be required.
Here's how it's done in HD:
new keybind defined to a custom command
custom command defined to use a custominventory item
custominventory item given to player at start
(ignore the surrounding code, it's usually better to just do this as a player.startitem or to give the item on an ACS ENTER script (and RESPAWN for deathmatch compatibility) or ZScript PlayerEntered (and PlayerRespawned) event)
custominventory shoots a projectile that calls A_AlertMonsters
(you can just call A_AlertMonsters directly but it's weird to have someone respond to what you say just as you begin talking - there are more efficient ways to create this delay in ZScript now but I won't get into that unless asked)
Here's how it's done in HD:
new keybind defined to a custom command
custom command defined to use a custominventory item
custominventory item given to player at start
(ignore the surrounding code, it's usually better to just do this as a player.startitem or to give the item on an ACS ENTER script (and RESPAWN for deathmatch compatibility) or ZScript PlayerEntered (and PlayerRespawned) event)
custominventory shoots a projectile that calls A_AlertMonsters
(you can just call A_AlertMonsters directly but it's weird to have someone respond to what you say just as you begin talking - there are more efficient ways to create this delay in ZScript now but I won't get into that unless asked)