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ACS-DECORATE coding help for "buddy cam"

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

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

Posted: Tue Sep 08, 2015 1:41 pm
by Ænima
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.

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

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

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

Posted: Wed Sep 09, 2015 9:04 am
by Ænima
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