ACS-DECORATE coding help for "buddy cam"

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18.Beastman
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ACS-DECORATE coding help for "buddy cam"

#1

Post by 18.Beastman » Tue Sep 08, 2015 11:35 am

Hi everyone!
I am making this thread to ask for some ACS-DECORATE help.
The other day playing with my brother I had some idea. We were using skype as we are not in the same physical location, so I made the skype video window on top and my brother's camera was pointing to his monitor (I was helping him to install zandro, just before we started playing) so while we were playing I could see his game screen. It was kind of cool because it helped us coordinate to play.
So I have the idea of making something of a "Buddy Cam" where you can see your team mate screen in a corner of your own. The first thing that came to mind was the Murd TV from Whodunit?. So I set sail to understand cameras. I have been trying for a week or so, but there are still several things that I havent worked out.

In short, what I want to do is:
* Have some inventory item that when used, shots some projectile. If the projectile hits another player, the camera will get linked to that player. if not, then just do nothing.
* A camera screen appears on the hud showing the linked's player screen.

I have more or less managed to isolate the remote camera of whodunit and there is this This 3rd person camera code in the zdoom wiki. What I havent figured out yet, is how to make the "linking" part. i.e. shooting some kind of projectile and get the hit player's TID or other magic number to pass it to the camera code instead of that "0" in the "generation of coordinates" bit

Any pointers in the right direction to achieve the desired result will be immensely appreciated :smile:
Last edited by 18.Beastman on Tue Sep 08, 2015 11:36 am, edited 1 time in total.

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Ænima
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RE: ACS-DECORATE coding help for "buddy cam"

#2

Post by Ænima » Tue Sep 08, 2015 1:41 pm

You're not going to be able to display it "windowed" in the corner of the HUD. Trying to use a camera texture as a HUD graphic just yields a black square IIRC, unless GZDoom changed something recently.

Also I don't think you'll need a projectile. It should be as simple as assigning all players a unique TID and using ChangeCamera() to the one you want.

Also F12 works pretty well when you bind spyprev and spynext to seperate keys.
Last edited by Ænima on Tue Sep 08, 2015 1:42 pm, edited 1 time in total.
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18.Beastman
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Location: Tokyo

RE: ACS-DECORATE coding help for "buddy cam"

#3

Post by 18.Beastman » Wed Sep 09, 2015 3:13 am

Hi! thanks for your reply! (btw, I love Super Skulltag :p)

Cant be done? it seems the way whodunit does it with the remote camera. Have you played and used the murd camera? a small square appears in a corner of the screen, its that what i want to do. they do it by using the camera texture as font, then using Hudmessage to display it.

You are rigth, I just need to "change channel" to iterate though other player's camera, much better than having to shot someone :p can you tell which functions iterate over players only, or something like that? havent been able to figure it out :s

Oh, and I know there is spy, but its not the same thing as what I want.
Last edited by 18.Beastman on Wed Sep 09, 2015 3:18 am, edited 1 time in total.

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Ænima
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RE: ACS-DECORATE coding help for "buddy cam"

#4

Post by Ænima » Wed Sep 09, 2015 9:04 am

Oh hudmessage works for camtex's? Never tried it. I was thinking of the SBARINFO way. And no I haven't played WDI in forever. D:


Also:
http://zdoom.org/wiki/Assigning_TIDs_to_Players
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)
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