Curing DOOM Guy of Midget-titus

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
[Home] [Download] [Git builds (Win)] [Git builds (Mac)] [Wiki] [Repo] [Bugs&Suggestions]

Moderator: Graf Zahl

Locked
User avatar
Syfo-Dyas
Posts: 182
Joined: Sun Oct 09, 2005 21:54
Location: Ohio
Contact:

Curing DOOM Guy of Midget-titus

Post by Syfo-Dyas »

In Legacy I was able to use a command "viewheight" I belive it was to alter the view height in the game, but unless I'm just wrong ont he command (it's been a while), this does not seem supported in GZDOOM.

Is this possible? I really don't want to force people to play as a freaking Ugnaught in my Star Wars TC. :)

http://www.starwars.com/databank/species/ugnaught/

Thankx again, sorry to be a pain.
User avatar
Phobus
Posts: 227
Joined: Sat Sep 03, 2005 11:48
Location: Orpington, Kent, England
Contact:

Post by Phobus »

You can use an FSGLOBAL lump with the viewheight command as part of the script to do the same thing in GZDoom. Either that or wait for custom player classes to be in GZDoom.
User avatar
Syfo-Dyas
Posts: 182
Joined: Sun Oct 09, 2005 21:54
Location: Ohio
Contact:

Post by Syfo-Dyas »

Could you give me a brief example of a FSGBOBAL lump that uses this feature?

Also what are Player Classes?
User avatar
Phobus
Posts: 227
Joined: Sat Sep 03, 2005 11:48
Location: Orpington, Kent, England
Contact:

Post by Phobus »

Code: Select all

[scripts]

script 1 
{ 
   
   if (!checkinventory(0, "QuestItem1",1)) 
   { 
      giveinventory(0, "QuestItem1"); 
      runcommand("viewheight 32");
   }
} 

startscript(1);
Here's an edited version of one I was given by Enjay. I just cut out the unnescessary stuff, and this does work.

Player Classes are the latest, and easiest way so far, to edit the player - using a decorate definition.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

... and once they are in the official code they are the recommended way to do it.
User avatar
Nash
Developer
Developer
Posts: 1226
Joined: Sun Sep 25, 2005 1:49
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

Yes, I'd rather wait for Player Classes support.

The runcommand doesn't always work for me. It's very inconsistent.

I'd have to crouch before GZDoom starts applying the new view height.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Blame Legacy. I had to do it like this so that the few WADs that use this actually work. Remember: Everything regarding FraggleScript suffers from Legacy-itis and might exhibit strange behavior due to this. I even had to un-fix some bugs that were corrected in Eternity's FS code which I used as a base. :(
User avatar
Syfo-Dyas
Posts: 182
Joined: Sun Oct 09, 2005 21:54
Location: Ohio
Contact:

Post by Syfo-Dyas »

Yep, I can recall Legacy having trouble getting the height correct too! I don't recall what I did to fix it...

...again it's beena while. :)
Locked

Return to “GZDoom”