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Temporarily remove doom status bar during cutscenes.


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961151950_Screenshot2024-05-22015456.png.c44be2bed70d0fbb6d57375681083556.png

 

I have a black background thats going to display some text....however I dont want the doom status bar or stats showing during this until the cut scene has finished.

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Posted (edited)

If you're targeting GZDOOM/UDMF I'd suggest Chubz' tutorial on moving cameras and cutscenes.
Please specify if you're working with a different format.
There may be different/newer methods.

Edited by DeetOpianSky
Corrected text.

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Posted (edited)

ya know. I just noticed the status information is also drawn in the tutorial. My b.

There are options via scripting to change the size of the HUD, info on that can be found here.

I'm not familiar with activating console commands via scripts but I found this previous thread that describes a method that may work for the effect you're going for.

Edited by DeetOpianSky
Corrected text.

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On 5/22/2024 at 7:55 PM, DeetOpianSky said:

I'm not familiar with activating console commands via scripts

You can't* and you shouldn't**.

 

You can't temporarily disable the HUD in GZDoom by default, you'll have to craft your own solution by defining a custom HUD (either in SBARINFO or ZScript) and setting it up to not draw the HUD if, say, a certain inventory item is in the player's inventory. Then you can just toggle the HUD on and off by giving or taking the inventory item with ACS like anything else.

 

Setting it up in SBARINFO is very easy.
 

Spoiler

 

SBARINFO:


statusbar fullscreen
{
	InInventory not DisableHUD
	{
    	// your hud code goes here
	}
}

DECORATE:


actor DisableHUD : Inventory
{
    Inventory.MaxAmount 1
    +UNDROPPABLE
    -INVBAR
}


 

 

ZScript is ZScript, but if you're already delving down those dark paths, it's not that much harder.

 

Spoiler

	protected void DrawMainBar (double TicFrac)
	{
		if (!CheckInventory("DisableHUD", 1))
		{
			// Insert your HUD code here
		}
	}

 

 

(* Zandronum allows scripts to use certain whitelisted console commands. This is considered extremely dangerous and will be removed eventually. No other ZDoom family ports have supported it, and they never will.)

(** This isn't Quake 1. We have better ways to do shit nowadays.)

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