Disguise?
Disguise?
Hi, I need to know how to make disguise system for example grab enemy uniform without being seen and the enemies do not see you if they see you are attacking a enemy or a body the enemy will attack you
thanks
Sorry for my bad english
thanks
Sorry for my bad english
RE: Disguise?
Make the "uniform" pickup give you NOTARGET. You'll probably have to set this via ACS.
Code: Select all
SetPlayerProperty(0,1, PROP_NOTARGET);
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

-
Ijon Tichy
- Frequent Poster Miles card holder
- Posts: 901
- Joined: Mon Jun 04, 2012 5:07 am
RE: Disguise?
DECORATE can SetPlayerProperty, just do something like
HERP A 0 SetPlayerProperty(0, 1, PROP_NOTARGET)
HERP A 0 SetPlayerProperty(0, 1, PROP_NOTARGET)
Last edited by Ijon Tichy on Tue Apr 23, 2013 1:40 am, edited 1 time in total.
RE: Disguise?
but if you kill another enemies and the others see it, enemies dont alert
but if you kill another enemies and the others see it, enemies dont alert
but if you kill another enemies and the others see it, enemies dont alert
Last edited by Livermore on Tue Apr 23, 2013 4:03 pm, edited 1 time in total.
RE: Disguise?
Make it so that killing an enemy takes away NOTARGET. Make the monster give the player an item in its Death state, and that item is AUTOACTIVATE and will call SetPlayerProperty.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

RE: Disguise?
dont worksIjon Tichy wrote: DECORATE can SetPlayerProperty, just do something like
HERP A 0 SetPlayerProperty(0, 1, PROP_NOTARGET)
enemies still seeing you
ACTOR GeneralUniform : powerupgiver 10101
{
Inventory.PickupMessage "General Uniform"
Inventory.MaxAmount 1
+Inventory.AutoActivate
States
{
Spawn:
UNIF A 1
UNIF A -1
Stop
Use:
TNT1 A 1 SetPlayerProperty(0, 1, PROP_NOTARGET)
TNT1 A 1
Stop
}
}
Last edited by Livermore on Tue Apr 23, 2013 6:34 pm, edited 1 time in total.
-
Ijon Tichy
- Frequent Poster Miles card holder
- Posts: 901
- Joined: Mon Jun 04, 2012 5:07 am
RE: Disguise?
>powerupgiver
it's CustomInventory
it's CustomInventory
RE: Disguise?
howÆnima wrote: ...Make the monster give the player an item in its Death state...
RE: Disguise?
http://zdoom.org/wiki/A_GiveToTargetLivermore wrote:howÆnima wrote: ...Make the monster give the player an item in its Death state...
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

RE: Disguise?
also, try something like this in the monsters attack state:
A_jumpifintargetinventory("uniformsomeitem", 1, "idle")
that will make the enemies not see you, then you can also make higher ranking enemies see you if uniform is too low ranking.
I'm not sure on how you want to activate this, but this is my suggestion on when the enemies will see you:
acs_execute(X) //X being the number of choice
acs script
A_takeinventory("uniformsomeitem", 1);
delay(how much time is tics (tic = 1/35 of second))
a_giveinventory("uniformsomeitem", 1);
I recommend you put the script activator in the monsters painstate for the weapons damage type, and then put the script in the players pain state too, then it will Work when he damages a monster and when he gets damaged himself.
I can provide help with above if nessesary
that should Work for a singleplayer game, but it needs changes if its multiplayer though
hope this helps you
A_jumpifintargetinventory("uniformsomeitem", 1, "idle")
that will make the enemies not see you, then you can also make higher ranking enemies see you if uniform is too low ranking.
I'm not sure on how you want to activate this, but this is my suggestion on when the enemies will see you:
acs_execute(X) //X being the number of choice
acs script
A_takeinventory("uniformsomeitem", 1);
delay(how much time is tics (tic = 1/35 of second))
a_giveinventory("uniformsomeitem", 1);
I recommend you put the script activator in the monsters painstate for the weapons damage type, and then put the script in the players pain state too, then it will Work when he damages a monster and when he gets damaged himself.
I can provide help with above if nessesary
that should Work for a singleplayer game, but it needs changes if its multiplayer though
hope this helps you
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there