Xegethra Posted May 10, 2016 Hello, I'm trying to change the view of the player character. I'm using a shorter sprite, so I want to have a lower camera view and I also want the weapon fire to be lowered down too. But I can't seem to change it, I check the actor properties but they change nothing. http://zdoom.org/wiki/actor_properties I'm not at all sure what I am doing wrong. I'll paste some text from the decorate file. I'll leave out the sprites. "ACTOR ColourGuyT: DoomPlayer { RADIUS 8 HEIGHT 8 Player.ViewHeight 20 Player.AttackZOffset 16 States" I tried cameraheight too but nothing. Is it possible, or is the wiki being missleading? 0 Share this post Link to post
scifista42 Posted May 10, 2016 Did you also properly add the class via MAPINFO / Gameinfo? http://zdoom.org/wiki/Creating_new_player_classes 0 Share this post Link to post
Xegethra Posted May 10, 2016 I didn't think to actually no, thanks. I'll give it a go. *Edit* Well, I tried it but nothing changes. Here is his WAD. But yeah, I'm not sure what I am doing. As far as I gather I have put the classname in the right place as he works in the map like always, just with no height changes. I edited the MAPINFO but things remain the same. http://www.mediafire.com/download/vn9yi4zq2tvrvw0/TestGuy.rar Also to skip downloading if it matters, here are his lines. (I changed ColourGuy to TestGuy because that was an old name when I didn't know making the sprite green would allow colour change.) Decorate "ACTOR TestGuy: DoomPlayer { RADIUS 8 HEIGHT 8 CameraHeight 20 Player.ViewHeight 20 Player.AttackZOffset 16 States { Spawn: CGUY A -1 Loop See: CGUY ABCD 4 Loop Missile: CGUY E 12 Goto Spawn Melee: CGUY F 6 BRIGHT Goto Missile Pain: CGUY G 4 CGUY G 4 A_Pain Goto Spawn Death: CGUY H 10 CGUY I 10 A_PlayerScream CGUY J 10 A_NoBlocking CGUY K 10 CGUY L 10 CGUY M -1 Stop XDeath: CGUY N 5 CGUY O 5 A_XScream CGUY P 5 A_NoBlocking CGUY Q 5 CGUY R 5 CGUY S 5 CGUY T 5 CGUY U 5 CGUY V -1 Stop } }" S_Skin "name = "ShortMan" class = "TestGuy"" MAPINFO "Gameinfo { PlayerClasses = "TestGuy" }" 0 Share this post Link to post
scifista42 Posted May 10, 2016 You are mixing methods of making a player class with methods of making a skin. Player classes define both the player's appearance and behavior via DECORATE, while skins define only his appearance. So, do you want to create a player class, or do you want to create a skin? If the former, get rid of the S_SKIN lump and put the sprites between sprite markers, and if the latter, give up trying to change ViewHeight or Radius / Height or any other behavior affecting properties. Also, perhaps the GameInfo method of adding a player class doesn't work in Zandronum yet, so if you're using Zandronum, try the KEYCONF method instead (or updating your Zandronum might help). 0 Share this post Link to post
rabidrage Posted May 10, 2016 I usually find new player classes in a separate lump called "Player". Maybe create one? Also, if I'm right, it should be Testguy : DoomPlayer replaces DoomPlayer As opposed to Testguy : DoomPlayer The way you have it now, Testguy inherits properties from DoomPlayer, but doesn't appear anywhere. In my version, Testguy takes the place of DoomPlayer. 0 Share this post Link to post
Xegethra Posted May 10, 2016 scifista42 said:You are mixing methods of making a player class with methods of making a skin. Player classes define both the player's appearance and behavior via DECORATE, while skins define only his appearance. So, do you want to create a player class, or do you want to create a skin? If the former, get rid of the S_SKIN lump and put the sprites between sprite markers, and if the latter, give up trying to change ViewHeight or Radius / Height or any other behavior affecting properties. Also, perhaps the GameInfo method of adding a player class doesn't work in Zandronum yet, so if you're using Zandronum, try the KEYCONF method instead (or updating your Zandronum might help). Ahh yes thanks again, I got rid of the S_SKIN lump and put in the markers and it worked. Sure he replaces the original DoomGuy but that doesn't matter as he is too big for the map anyway. All I have to do now, is just tweak the values to get the camera just right because as of now, its gone way low...so at least I know the value has been changed now. rabidrage said:I usually find new player classes in a separate lump called "Player". Maybe create one? Also, if I'm right, it should be Testguy : DoomPlayer replaces DoomPlayer As opposed to Testguy : DoomPlayer The way you have it now, Testguy inherits properties from DoomPlayer, but doesn't appear anywhere. In my version, Testguy takes the place of DoomPlayer. Ay I did the Testguy : DoomPlayer replaces DoomPlayer which seems to have worked wonders. Thanks a bunch! 0 Share this post Link to post
scifista42 Posted May 11, 2016 Xegethra said:Sure he replaces the original DoomGuy If you wanted both DoomPlayer and TestGuy to be available, you would simply put both class names after the PlayerClasses command in GameInfo, or you would omit the clearplayerclasses command in KEYCONF, or you would add a line with addplayerclass "DoomPlayer" into KEYCONF. 0 Share this post Link to post
Xegethra Posted May 12, 2016 Ahh cool, I will note this thanks. As it is now, the original character isn't to be played as. But at least I can do that now should I ever want to make a WAD that can swap between them. 0 Share this post Link to post
Blastfrog Posted May 12, 2016 Are you sure you want the viewheight to be higher than the player's physical height? 0 Share this post Link to post
Xegethra Posted May 15, 2016 No, I was just messing around with the values to see how much it changes. I've managed to get it right though. Tried to position it roughly where his gun is and it has worked, everything looks to scale. 0 Share this post Link to post