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Actor pointer, Current player?

Posted: Sun Feb 08, 2015 9:51 am
by SyntherAugustus
So I have a question which also may be a feature request. Not sure.

Anyway, Samsara has a feature in multiplayer (at least in Zandronum, not working in Zdoom multi) where the player class can see which weapon they are picking up. I'm trying to find a way where CheckClass can make it so that in ZDoom coop, the player can see which weapon they are picking up (Duke seeing his RPG, Doomguy seeing the Rockets, etc). What I might try next is so have it so that the decorate calls on a script to say that if a player with a certain class exists in the game, it'll drop the weapon. But this would have it so that the two weapons are stacked on to each other. What I'd like, maybe as a feature, is this.

WGNT A 1 bright A_JumpIf(CheckClass("DukePlayer", AAPTR_PLAYERCURRENT), "DukeGuy")

The actor jumps to a state where the player with one class viewing it would see one state while a player with a different class sees another. Unfortunately this would probably cause a desync of some kind.

Thoughts?

Re: Actor pointer, Current player?

Posted: Sun Feb 08, 2015 9:55 am
by Nash
What you want is visbility filtering which, as you can see, is still waiting to be added...

Re: Actor pointer, Current player?

Posted: Sun Feb 08, 2015 10:15 am
by SyntherAugustus
I see. Well I guess I'll make the mod for single player for now.

Re: Actor pointer, Current player?

Posted: Sun Feb 08, 2015 6:28 pm
by edward850
blackfish wrote:The actor jumps to a state where the player with one class viewing it would see one state while a player with a different class sees another. Unfortunately this would probably cause a desync of some kind.
If it's already indeterminate, it's broken from the get go and you need to come up with a completely different idea. No sense suggesting something you already know to be broken. :P

However, we already have per-class visibility.