Actor pointer, Current player?
Posted: Sun Feb 08, 2015 9:51 am
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?
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?