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Curing DOOM Guy of Midget-titus
Posted: Wed May 17, 2006 18:06
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.
Posted: Wed May 17, 2006 20:26
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.
Posted: Wed May 17, 2006 23:46
by Syfo-Dyas
Could you give me a brief example of a FSGBOBAL lump that uses this feature?
Also what are Player Classes?
Posted: Thu May 18, 2006 13:10
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.
Posted: Thu May 18, 2006 13:20
by Graf Zahl
... and once they are in the official code they are the recommended way to do it.
Posted: Thu May 18, 2006 15:11
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.
Posted: Thu May 18, 2006 15:20
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.

Posted: Thu May 18, 2006 18:40
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.
