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target-spy's Introduction

Target Spy

(GZDoom mod)

This mods provides configurable health bar for targets.

This mod is a part of m8f's toolbox.

Features

  • ASCII target health bar, name, and more;
  • current and max target health numbers;
  • configurable position and colors;
  • different colors for overhealed, injured, and almost dead targets;
  • "Kill Confirmed" message;
  • info on pickups and other objects can be shown too;
  • frame around target (off by default);
  • netplay support;
  • custom blacklists (see below).

Custom Blacklists

If you don't want an actor to be displayed by Target Spy, create a lump named ts_blacklist and put actor names here, separated by newlines.

Thanks

  • GZDoom development team and Graf Zahl personally for making and maintaining GZDoom;
  • Blue Shadow for examples of code.
  • Spaceman333, Rowsol, Churrupez, Cyanide, isaacpop23, TheRailgunner, Accensus, Beed28, Ahpiox, ramon.dexter, Dutchygamer, Tesculpture, vapidscum, CthulhuInACan, Someone64, Major Cooke, ProydohaRupert, bogus, MsrSgtShooterPerson, Lagi, Teagan Watson, and Icarus for ideas, feature suggestions and bug reports.
  • Silentdarkness12 and Zhs2 for testing netplay.
  • Gutawer for Gutamatics. It was used in previous versions.

Credits

Info

Author: m8f ([email protected])

License: GPLv3 (see copying.txt).

License doesn't apply to fonts included in the archive. See credits.

Git

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target-spy's Issues

Name coloring / Fade in and out / Hold key to show

Looking for following enhancements:

  • Option to apply health percentage coloring to a monster name so health bar and health percentage can be hidden.
  • Fade-in and fade-out so the text doesn't flash/strobe so much as you mouse moves onto and away from monsters during fights.
  • Option to make the text appear only if a key is held so it can be used as a name-lookup to learn names of new enemies.

add option to display armor as a bar

Submitted by Major Cooke via Discord:

Allow armor to be displayed as a separate bar either above or below the health with the same options as the health. I'm trying to use it as a means of indicating boss phases and it looks a little odd with it displayed as "Armor". Even for non-phase monsters though, that seems a bit odd and a little cluster-some.

To test:

all you have to do is give a zombie green armor, and that should work

Error when loading with lzdoom

I'm running lzdoom in linux aarch64 and get an error when trying to load target-spy.
Script error, "target-spy-v2.0.1.pk3:zscript/ts_external_actor_info_provider.zs" line 30: Unexpected 'abstract' Expecting '.' or 'class' or identifier or 'native' or 'ui' or 'play' or 'version' or 'color' or 'clearscope' or 'int8' or 'uint8' or 'int16' or 'uint16' or 'int' or 'uint' or 'bool' or 'float' or 'double' or 'vector2' or 'vector3' or 'name' or 'sound' or 'state' or 'let' or '@' or 'readonly' or 'map' or 'array' or 'void' or 'action' or 'deprecated' or 'static' or 'private' or 'protected' or 'latent' or 'final' or 'meta' or 'transient' or 'internal' or 'virtual' or 'override' or 'vararg' or 'virtualscope'

Target-spy 1.4.1 also caused an error.
/lzdoom/src/scripting/backend/codegen.cpp:9401: virtual ExpEmit FxFlopFunctionCall::Emit(VMFunctionBuilder*): Assertion 'ValueType == ArgList[0]->ValueType' failed.

Is target-spy compatible with lzdoom? I have used 1.4.1 on other installations with lzdoom in linux aarch64 previously without issues

static crosshair and frame color

Submitted by spectrefps via Discord:

for TargetSpy, is it possible to have the crosshair not change color to reflect the enemy health (for example, to remain green) while keeping the health bar? I have been tinkering around with the settings to accomplish this, but it keeps changing the crosshair's color to based on the enemy's health
Currently, I have "show target color" in Precise Crosshair options set to "No". But it seems like TargetSpy overrides this setting
Yeah, I'm just wondering if it'd be possible to make a crosshair in TargetSpy (since I like the style of crosshairs made of ASCII pieces) but have it be static and not react to enemy health (just remain a normal crosshair)
Sometimes I lose it in the mess of a fight once it turns to orange/red. Keeping it bright green helps me keep track of it better

also, could the same thing (static colors, not changing) be applied to the target 'frames' as well?

[Feature] Service black/whitelisting for actors

Similar to the main overall blacklist, this would effectively allow assignment of which service classes can process an actor and which should be skipped. This will be useful in order to prevent mods from accidentally muddying certain information and prevent incompatibilities.

Using ZJSON the idea would be to keep it simple so the file can be structured like this:

{
	"DoomwiniaTargetSpyService":
	{
		"whitelist":
		[
			"MyZombo",
			"MyShotguy"
		]
	}
}

If #39 becomes a thing, this will be important so the mod runs optimally by only checking on particular service class assigned to the actors within my mod. There will be hundreds, if not thousands of actors all at once so it's imperative to have as few running as possible. Associative Maps may help with this.

[Feature] TargetSpyService Expansion: Toggle Overrides

Particularly, this would apply to certain bits of TargetSpy to forcibly enable/disable/alter by the modder's desire.

For on/off checking in GetIntUI, return values are -1 (not shown), 1 (always shown), and 0 (player preference (default)).
The properties would be:

  • Active (force TargetSpy to ignore this actor)
  • Class Name/Tag
  • Health
  • Health Bar
  • Armor
  • Armor Bar
  • Boundary Box

The active one is especially important to me because I'm developing a team-based mod where there are many teams, and I want TargetSpy to ignore all units on the player's team, and any units on other teams deemed as allies (a built in system via the mod).

add custom text display

Submitted by Major Cooke via Discord:

... adding custom text to display under the monster's name.
See the word "Archangel" under Malthael?
In Diablo series, they can even display things like "Immune to Poison" in green. This is something that we could take advantage of with TargetSpy and Service.

95108f8d89

VM abort with target frame

Simon the Vile Yet Unthreatening:

I was using Target Spy 1.3 on the GZDoom SVN dated March 5th 2019, with the standard OpenGL renderer

Ribb(· .)n:

I do have the option for putting the nametag over the enemy's head enabled, though

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