These questions are unrelated to each other but I didn't have time to post two topics. Feel free to split.
1) Can you script the game somehow to go to an intermission immediately upon startup? I want to port the logo animation from another game to doom, which I can script as an animation but need to start right away.
2) Can you change a couple player properties not normally used via script? Namely, I want to script a mod that lowers turn speed while running. I would use a repeating acs script to check for input.
Edit:
I could possibly play with get/set actor angle to mess with that but I'm not sure how efficient it would be. I would need to check for difference first to find speed per tic. Maybe possible.
Scripted Menus and modifying player ability
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Re: Scripted Menus and modifying player ability
For #1 you can use a [wiki]TITLEMAP[/wiki] with an appropriate script.
#2 is definitely possible, however I would recommend using [wiki]ZScript[/wiki] as it's infinitely more powerful for that kind of thing (you can build the speed reduction directly into the player's turning code, for example)
Note that both of these (particularly the second) are likely to involve lots of learning, experimentation, and self-teaching.
#2 is definitely possible, however I would recommend using [wiki]ZScript[/wiki] as it's infinitely more powerful for that kind of thing (you can build the speed reduction directly into the player's turning code, for example)
Note that both of these (particularly the second) are likely to involve lots of learning, experimentation, and self-teaching.
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Re: Scripted Menus and modifying player ability
Pertaining to the first: Would I just have a Titlemap that ends right away and triggers the intermission? Is there no way to have it start from mapinfo at launch? If not that's doable, but I'm just making sure I'm using the most efficient one.
And to the second.
I haven't dabbled in ZScript yet. I imagine anything I do will be kind of crumby at first, and a goal for this project is clean and tidy code, so I would like to avoid that if possible. Though I'm not opposed to going there if it's a strictly better option than my other plan.
I had an ACS script I was building in my head, that checked the player's angle every tic, stored the difference as a variable, and when the player ran it would set the movement angle back by half the stored distance every tic the player would spend turning. I haven't written it yet, but I imagine it would look kind of jittery in current form, so any thoughts on that?
And if I were to use ZScript, what pages and tutorials would you recommend me start with to achieve the same thing?
EDIT:
I imagine I'd start by playing with this section?
And to the second.
I haven't dabbled in ZScript yet. I imagine anything I do will be kind of crumby at first, and a goal for this project is clean and tidy code, so I would like to avoid that if possible. Though I'm not opposed to going there if it's a strictly better option than my other plan.
I had an ACS script I was building in my head, that checked the player's angle every tic, stored the difference as a variable, and when the player ran it would set the movement angle back by half the stored distance every tic the player would spend turning. I haven't written it yet, but I imagine it would look kind of jittery in current form, so any thoughts on that?
And if I were to use ZScript, what pages and tutorials would you recommend me start with to achieve the same thing?
EDIT:
I imagine I'd start by playing with this section?
Spoiler:
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Re: Scripted Menus and modifying player ability
Is it possible to tell the game to play an intermission file on startup via mapinfo or the like?