Get player points in game (like capture #)

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Watermelon
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Get player points in game (like capture #)

#1

Post by Watermelon » Mon Jul 30, 2012 4:10 pm

I can't seem to find how to get the capture number. Skulltag on the ZDW only supports Red/BlueScore(), using GetActorProperty(APROP_Score...); didn't get me the players score and I don't have any way of checking the player inventory for an item if it's given to them (I don't know the actor name if its given, though the HUD seems to draw your points).


Is there something simple I'm missing to grab player capture points in CTF? So far I just loop every tic and see if you have the flag and check the previous tic for the score... but I'd rather just do it at the end with one clean function.

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Torr Samaho
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RE: Get player points in game (like capture #)

#2

Post by Torr Samaho » Mon Jul 30, 2012 7:56 pm

I just checked the source, the number you are looking for is internally stored as player_t::lPointCount. Currently there is no way for a mod to access it, but I'd say this is a very important property that should be accessible. Please make a request so we can discuss this in detail.

Wirtualnosc
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RE: Get player points in game (like capture #)

#3

Post by Wirtualnosc » Mon Jul 30, 2012 8:11 pm

and I don't have any way of checking the player inventory for an item if it's given to them (I don't know the actor name if its given, though the HUD seems to draw your points).
RedFlag and BlueFlag, you can always check what you are carrying by using printinv in console. Then to check your inventory via ACS you can use this: http://zdoom.org/wiki/CheckInventory
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Ænima
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RE: Get player points in game (like capture #)

#4

Post by Ænima » Mon Jul 30, 2012 9:37 pm

Wirtualnosc wrote:
and I don't have any way of checking the player inventory for an item if it's given to them (I don't know the actor name if its given, though the HUD seems to draw your points).
RedFlag and BlueFlag, you can always check what you are carrying by using printinv in console. Then to check your inventory via ACS you can use this: http://zdoom.org/wiki/CheckInventory
He already did that. He meant if there was any way to check point # via inventory.
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