SoM's Utility Menu Version 1.0
Download: https://drive.google.com/file/d/12nA9AG ... sp=sharing
Adds a menu and hotkeys for a handful of useful, generic gameplay utilities.
Should be universal and work with anything. Code can be used by anyone for any reason!
See each of the following sections for details.
Wall Phaser
Travel passed walls into the Great Void, Places Unknown, or passed that stubborn
barrier that failed to trigger because the map pack you're playing doesn't mesh
well with the gameplay mod you are running!
Attempts to teleport the player in the direction you are facing equal to a
distance equal to configurable number of map units. It automatically adjusts
for different heights between your current and target location. It will fail
if the target is directly inside of a wall or another entity, otherwise will
teleport you to the target. This allows you to bypass doors, get up on ledges
higher then you can jump, or even travel into the void areas outside the normal
playable map! While this could definitely be considered a "cheat", I created
this primarily to bypass issues with some maps that can cause you to get locked
in or out of an area due to things like the map expecting certain specific
monsters to be slain, and you're playing a gameplay/monster mod that messes with
it (Eg: Dead Simple). Its also good for maps that aren't designed for back
tracking via respawning or teleporting to the start of the map. I also
use this to bypass areas I find particularly annoying or tedious, like the
multiple switches you need to trigger at the end of Doom 2 The Factory to open
the exit.
Teleportation
A set of commands to teleport you around the current map you are playing. You
have the following options:
Map Start: Returns you to the player spawn of the map.
Set Marker: Place a "marker" at your current location, which you can then later
return to using the next option.
Recall: Teleport to the "marker" you previously placed using the last command.
At map start, the "marker" is considered to be the same location as the player
spawn.
Respawn at Marker: Toggles the ability to respawn at your marker when you die.
Note, this option requires a method to respawn in game without reloading a save
or using the "resurrect" console command. Internally, anything that will
trigger the "PlayerRespawned" ZScript Event will cause this to work.
Map Control
A set of commands to exit or restart the current map. Options are as follows:
Restart Current Map: As advertised, will restart the map you are currently
playing, retaining your current status.
Exit to Next Map: Ends the current map and sends you to the next map in the
gameplay sequence, as if triggering the exit.
Exit to Secret Map: Same as above, except it will send you to the defined
"Secret" exit map, if applicable.
Automap Cheat
A trio of hotkeys that simply sets the "am_cheat" console value to the
associated value. This is a shortcut for using the "IDDT" cheat repeatedly.
Hotkeys are as follows (Note: There are no default bindings for these!):
Map Cheat Level 0: Turn the cheat "Off", or to normal gameplay settings.
Map Cheat Level 1: Shows all map lines, or as it says on the wiki: "full automap
(including hidden linedefs normally not shown)."
Map Cheat Level 2: Shows all lines and actors, as per the wiki: "full automap
with all actors shown as vectorial triangles. ZDoom allows you to give different
colors to the various thing types."
Usage and Configuration
Make sure to bind whatever hot keys you want in the controls menu! The only
option that has a default control is the "Open Menu" command, which is set to
the "U" key (for "Utility"!). Configurable options:
Wall Phaser - Distance: The distance, in map units, to attempt to teleport the
player.
Teleportation - Respawn at Marker: Toggles respawning at your Teleportation
Marker or not.
Notes
Haven't tested this with multiplayer, and I doubt it will work, but you can try!
In the future, I want to revamp the Wall Phaser code to be "smarter", where you
it will have a maximum distance, and checks the closest it can get to that
distance, checking in customizable step increments, instead of an the "all-or-
nothing" method it uses now. I would like to eventually also have an indicator
for the Teleportation Marker.
Screenshots
Download: https://drive.google.com/file/d/12nA9AG ... sp=sharing
Adds a menu and hotkeys for a handful of useful, generic gameplay utilities.
Should be universal and work with anything. Code can be used by anyone for any reason!
See each of the following sections for details.
Wall Phaser
Travel passed walls into the Great Void, Places Unknown, or passed that stubborn
barrier that failed to trigger because the map pack you're playing doesn't mesh
well with the gameplay mod you are running!
Attempts to teleport the player in the direction you are facing equal to a
distance equal to configurable number of map units. It automatically adjusts
for different heights between your current and target location. It will fail
if the target is directly inside of a wall or another entity, otherwise will
teleport you to the target. This allows you to bypass doors, get up on ledges
higher then you can jump, or even travel into the void areas outside the normal
playable map! While this could definitely be considered a "cheat", I created
this primarily to bypass issues with some maps that can cause you to get locked
in or out of an area due to things like the map expecting certain specific
monsters to be slain, and you're playing a gameplay/monster mod that messes with
it (Eg: Dead Simple). Its also good for maps that aren't designed for back
tracking via respawning or teleporting to the start of the map. I also
use this to bypass areas I find particularly annoying or tedious, like the
multiple switches you need to trigger at the end of Doom 2 The Factory to open
the exit.
Teleportation
A set of commands to teleport you around the current map you are playing. You
have the following options:
Map Start: Returns you to the player spawn of the map.
Set Marker: Place a "marker" at your current location, which you can then later
return to using the next option.
Recall: Teleport to the "marker" you previously placed using the last command.
At map start, the "marker" is considered to be the same location as the player
spawn.
Respawn at Marker: Toggles the ability to respawn at your marker when you die.
Note, this option requires a method to respawn in game without reloading a save
or using the "resurrect" console command. Internally, anything that will
trigger the "PlayerRespawned" ZScript Event will cause this to work.
Map Control
A set of commands to exit or restart the current map. Options are as follows:
Restart Current Map: As advertised, will restart the map you are currently
playing, retaining your current status.
Exit to Next Map: Ends the current map and sends you to the next map in the
gameplay sequence, as if triggering the exit.
Exit to Secret Map: Same as above, except it will send you to the defined
"Secret" exit map, if applicable.
Automap Cheat
A trio of hotkeys that simply sets the "am_cheat" console value to the
associated value. This is a shortcut for using the "IDDT" cheat repeatedly.
Hotkeys are as follows (Note: There are no default bindings for these!):
Map Cheat Level 0: Turn the cheat "Off", or to normal gameplay settings.
Map Cheat Level 1: Shows all map lines, or as it says on the wiki: "full automap
(including hidden linedefs normally not shown)."
Map Cheat Level 2: Shows all lines and actors, as per the wiki: "full automap
with all actors shown as vectorial triangles. ZDoom allows you to give different
colors to the various thing types."
Usage and Configuration
Make sure to bind whatever hot keys you want in the controls menu! The only
option that has a default control is the "Open Menu" command, which is set to
the "U" key (for "Utility"!). Configurable options:
Wall Phaser - Distance: The distance, in map units, to attempt to teleport the
player.
Teleportation - Respawn at Marker: Toggles respawning at your Teleportation
Marker or not.
Notes
Haven't tested this with multiplayer, and I doubt it will work, but you can try!
In the future, I want to revamp the Wall Phaser code to be "smarter", where you
it will have a maximum distance, and checks the closest it can get to that
distance, checking in customizable step increments, instead of an the "all-or-
nothing" method it uses now. I would like to eventually also have an indicator
for the Teleportation Marker.
Screenshots
Spoiler:
Statistics: Posted by stainedofmind — Fri Mar 29, 2024 6:04 pm