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gemini09

Player class questions!

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Hello

I have a few questions regarding player class that I hope can be answered

I'll go ahead and just use a dull, list-based approach

1. can the map (all in UDMF) decide the player class?

2. can there be a new hud to corresponds to the new player class?

3. and can the player class be changed during a map?

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No, yes, not really.

For the HUD thing, you have to write SBARINFO code for all classes, but you can use PlayerClass <class name> {} or PlayerType <class actor> {} blocks to have class-specific parts.

The only way a player's class can change during game is with morph effects (e.g. Hexen's porkelator).

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Gez said:

No, yes, not really.


Really? Surely there's a work-around, though.

The only way a player's class can change during game is with morph effects (e.g. Hexen's porkelator).


And this can be forced, and done instantenously and without transition?

I've never seen the effect in Hexen.

What I have in mind is a map with a cinema theater in it. I was thinking of having the player get sucked in to a movie, and when he teleports to a new destination, his player skin will change, along with the hud (and weapons, player sounds, etc).

It's still in planning stage, so perhaps an in-depth dissection isn't necessary at the moment.

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Sounds like you can probably just not draw the HUD until the scripted event tells the game to. Changing the player skin is not needed unless you're using 3rd person views, which just out of personal preference I prefer Valve's method of telling the whole story without cutscenes.

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I plan to include co-op support too, so that's why it's important. Though I do hope to cram in a lot of cut-scenes, provided they are meaningful and not obstructing, of course :) I hate pointless cut-scenes too, but if they're short and sweet, they add a nice new layer to a pretty 1-dimensional action game.

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If all you want is to change the sprites displayed, rather than any of the class' intrinsic features, it's simple and the wiki has the answer: ####. Bear with me.

Actor MovieToken : Inventory
{
    Inventory.MaxAmount 1
}

Actor MovieGoer : DoomPlayer
{
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 A_JumpIfInventory("MovieToken", 1, InMovie)
        PLAY A 1
        Loop
    InMovie:
        FILM A -1
        Loop
    See:
        "####" ABCD 4 
        Loop
    Missile:
        "####" E 12 
        Goto Spawn
    Melee:
        "####" F 6 BRIGHT
        Goto Missile
    Pain:
        "####" G 4 
        "####" G 4 A_Pain
        Goto Spawn
    Death:
        "####" H 0 A_PlayerSkinCheck("AltSkinDeath")
    Death1:
        "####" H 10
        "####" I 10 A_PlayerScream
        "####" J 10 A_NoBlocking
        "####" KLM 10
        "####" N -1
        Stop
    XDeath:
        "####" O 0 A_PlayerSkinCheck("AltSkinXDeath")
    XDeath1:
        "####" O 5
        "####" P 5 A_XScream
        "####" Q 5 A_NoBlocking
        "####" RSTUV 5
        "####" W -1
        Stop
    AltSkinDeath:
        "####" H 6
        "####" I 6 A_PlayerScream
        "####" JK 6
        "####" L 6 A_NoBlocking
        "####" MNO 6
        "####" P -1
        Stop
    AltSkinXDeath:
        "####" Q 5 A_PlayerScream
        "####" R 0 A_NoBlocking
        "####" R 5 A_SkullPop
        "####" STUVWX 5
        "####" Y -1
        Stop
    }
}
When the player gets into the movie, have the script gives it a "MovieToken" inventory item. Maybe freeze the player as well to make sure they aren't in the See/Melee/Missile state from being moving/attacking while watching.

This should work, I think.

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The player won't actually sit and watch the movie, but there will just be some texture to represent the screen, and you will somehow be sucked in. You will just teleport to a new destination within the same map, but with the appearance of a different environment (different sky, etc).

It just depends on if it's possible to change the player skin, status bar, weapons and sounds after teleporting (and reverting everything when teleporting back). Hopefully it's not too ambitious.

Here's the "poster" for the movie, if you'd care to have a look

http://imgur.com/xvxgy

It's originally from an old, scrapped project...

http://i.imgur.com/9l2YP.png :>

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