Changing the player's skin through ACS
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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.
Changing the player's skin through ACS
I know this has been asked a million times but are there any plans to add this feature?
This is useful if you're making a mod that implements a class system or something. Like a mod where you can choose to be either a chaingunner or rocket launching soldier or something. Or maybe a mod where you can choose to be either a marine or a demon. Or maybe something completely different like when you start, you're a normal marine but as the story progresses you turn into some robot soldier or something. There's plenty of possibilities.
There's gonna be issues with other player skins but I have an idea - the skins changed via ACS will only show up if the player is using the "BASE" skin. How's that?
This is useful if you're making a mod that implements a class system or something. Like a mod where you can choose to be either a chaingunner or rocket launching soldier or something. Or maybe a mod where you can choose to be either a marine or a demon. Or maybe something completely different like when you start, you're a normal marine but as the story progresses you turn into some robot soldier or something. There's plenty of possibilities.
There's gonna be issues with other player skins but I have an idea - the skins changed via ACS will only show up if the player is using the "BASE" skin. How's that?
- Cutmanmike
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Man, you have no idea how much I want this feature, probably even more than Decorate Weapons, but not quite as much as Strife-friendlies. Both my personal projects have character swapping, where you go through an area as one character then swap to another area as another character. Sort of like little sub-missions.
- Galaxy_Stranger
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asdfasdfasdf
Actually - you can bind keys to perform their function AND to change the skin of the player. I am using the autoexec.cfg to set the keybindings as the game loads. So, if you can script ammo, (i know you can), then you might have a bit of control over the player skin...maybe not. Hmmm...there's also Keydef as well to play with.
Well I was thinking more along the lines of story progression. Like Sir_Alien, I, too, am relying on this feature to be implemented. I have a female marine character in a "normal" outfit where you can see her head, and another "spacesuit" outfit when she goes to outerspace. With mirrors and cutscenes everywhere, obviously she has to look different depending on the situation.
Galaxy_Stranger's idea might not work for the above situation. Plus, I was thinking the ACS skin changing function should only affect the player if s/he's using the BASE skin, NOT change skins like what Galaxy said...
Oh well.
Galaxy_Stranger's idea might not work for the above situation. Plus, I was thinking the ACS skin changing function should only affect the player if s/he's using the BASE skin, NOT change skins like what Galaxy said...
Oh well.
- Galaxy_Stranger
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- Woolie Wool
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I had that idea. A suit of power armor that is really big (Height: 72, Radius: 32), gives you a rocket launcher arm that shoots three rockets at once and has unlimited ammo (a la Strife's Crusader), gives you 1000 armor, absorbs all incoming damage until it's destroyed, and gives you a devastating melee attack (damage 100).Risen wrote:I could also use this function. My use would be to allow the player to jump into and use a mobile armor suit of some sort. Sure, it has Cliche written all over it, but it's still fun as hell.
There are some downsides to using my power armor: you are slowed to half speed, the thing is (as I said before) rather large, you cannot pick up items, and you cannot use any other weapons but the super rocket launcher and melee arm.
Oh yeah, and other players can hear you coming, because of the armor's loud clomp-clomp footsteps.
- TheDarkArchon
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