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Weapon Sprites to HUD Layer (GZDoom)


Immorpher

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This is a strange question to solve a very specific problem, mostly curious if it can be done. Is it possible to send the weapon sprite layer and weapon animations to the HUD layer (possibly decorate or zscript)?

Here is why I am asking this odd question. When I play the latest GZDoom VR branch (https://github.com/hh79/gzdoomvr/releases) without motion controllers the weapon sprites vanish. I like playing VR games on the couch with a regular controller (plus I don't own VR motion controllers anyway). It is something I talked to the dev about a while back, and I don't expect the dev to tweak the code for the port for one person. But we noticed that the HUD showed up fine, despite the weapons not showing up (they still shoot fine). So we were wondering if sending graphics to the HUD might solve it.

Edited by Immorpher

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  • 2 years later...

I believe you can achieve that, but it definitely won't be easy or fast to make (you cannot "send" weapons hud sprites to the... hud).

You'll need quite a lot of ACS scripting to do that (I don't think you can with zscript), with several checks for the player inputs and several HudMessag to display all of the sprites.

 

Maybe not too hard to pull it out, but surely quite a pain in the arse.

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3 hours ago, Kan3 said:

I believe you can achieve that, but it definitely won't be easy or fast to make (you cannot "send" weapons hud sprites to the... hud).

You'll need quite a lot of ACS scripting to do that (I don't think you can with zscript), with several checks for the player inputs and several HudMessag to display all of the sprites.

 

Maybe not too hard to pull it out, but surely quite a pain in the arse.


Ya I can see that being a pain, I am thinking of other methods too. Like just having a front facing decorative sprite that sticks right in front of the player (via zscript), then it can change states based on weapon state. This might be better than the hud option as it should react to the environment lighting.

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