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EDuke32 Scripting  "CON coding help"

User is offline   Mblackwell 

  • Evil Overlord

#1621

You have such an odd assortment of CON files. When debugging CON you strip everything down to the fewest number of CON files/last known "good" state and then add things in until it breaks.

And that log actually says you don't have palette.dat.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1622

Do you have a copy of DUKE3D.GRP in the directory?
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#1623

I have all the core DN3D files so thats odd it'd even echo false remarks of my physical files.



This is with no extra con files and just my own added


Spoiler

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#1624

I deleted all game data and did a fresh install and it appears that the game con right out of the box has issues.

And then when I add a include in the game con for my con it wont even launch anymore and says there are errors in game.con and wants to load internals. When I say yes. It says error compiling con. So it looks like this ain't happening for me if my original con is trash right from the cd. I blame dosbox.

Attached File(s)


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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1625

View Post1337DirtAlliance, on 26 March 2015 - 02:08 PM, said:

it appears that the game con right out of the box has issues.

True. But it doesn't break the game.

This post has been edited by Fox: 26 March 2015 - 02:18 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #1626

View Post1337DirtAlliance, on 26 March 2015 - 02:08 PM, said:

I deleted all game data and did a fresh install and it appears that the game con right out of the box has issues.

The original cons have warnings, yes, but they don't affect the game.
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#1627

Why did it work for Helix?? doesn't make any sense.
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User is offline   Mblackwell 

  • Evil Overlord

#1628

it says in the warning you have a stray "ends". You probably wanted "enda".
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1629

No, it's more than just that. Apparently there is an open actor prior to his CON.
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#1630

Changing ends to enda and having the -mx param and sprite being called out as tilenum works.


Changing ends to enda and having -ms param and sprite being called by its def name FEM20 fails. Says it's not defined.
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#1631

HAHAHAHHAHAHHAHAHHAH


I added the beachbab.con into the mx param and it worked but instead of it being the girl I had a still of one my tv's following me.




If I try to use the one Hendricks wrote vbeachbabe.con it:

Including: VBeachBabe.con (6361 bytes)
VBeachBabe.con: In state `BEACHBABESTATE':
VBeachBabe.con:118: error: state `babechecksquished' not found.
VBeachBabe.con:130: error: symbol `vaca_pose' is not a game variable.
VBeachBabe.con:155: error: state `stopbeachbabebathersounds' not found.
VBeachBabe.con:235: error: state `stopbeachbabebathersounds' not found.
VBeachBabe.con:240: error: state `standard_bjibs' not found.
Found 2 warning(s), 5 error(s).


The vanilla con 'beachbab' works but doesn't show the proper tile. Tv following me telling me to watch were I point that thing lololol

This post has been edited by 1337DirtAlliance: 26 March 2015 - 04:48 PM

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User is offline   Lava Grunt 

#1632

Just asking if dev build 5118 is capable of loading USER.CON, as I have it in my EDuke32 folder but it isn't used at all when I launch the game.

Nevermind, latest release on the port's webpage fixed the corrupted save game problem and also seems to load my con file again.

This post has been edited by Lava Grunt: 10 April 2015 - 10:47 AM

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User is offline   xenoxols 

#1633

Is there a way to add recoil (view tilting upwards) to weapon firing?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1634

Yes. But it depends on how you want to do it.
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User is offline   xenoxols 

#1635

Well I'm kind of a noob and I don't know how to find an example of duke3d's EVENT_DOFIRE, so I can't find any firing states. They're not in the weapons.con.sample included with eduke32, as far as I know.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1636

This should work:

gamevar TEMP 0 0
gamevar TILT 0 1

onevent EVENT_DOFIRE
  switch player[THISACTOR].curr_weapon
  case PISTOL_WEAPON
  case CHAINGUN_WEAPON
    setvar TILT 3
  break
  case SHOTGUN_WEAPON
    setvar TILT 10
  break
  endswitch
endevent

onevent EVENT_GAME
  ifactor APLAYER
  ifvarn TILT 0
  {
    getplayer[THISACTOR].horizoff TEMP
    addvarvar TEMP TILT
    setplayer[THISACTOR].horizoff TEMP
    setvar TILT 0
  }
endevent


This post has been edited by Fox: 27 April 2015 - 05:34 PM

1

User is offline   xenoxols 

#1637

Hey thanks, I just added the other weapon in there (minus pipebombs and the mighty foot) and it worked great.
1

User is offline   Chip 

#1638

I've made enemies get bigger each time they are struck by the Expander, and with it made their sounds get deeper using "setactorsoundpitch".

However, a problem occurs - it appears that the setactorsoundpitch command doesn't set the sound pitch but instead adds/subtracts from what's already there (assuming it modifies the sound after any defined properties are added). This means sound files defined to have a random pitch will affect how setactorsoundpitch is applied. So if by random the defined sound pitch for the sound file gives it +256, then if setactorsoundpitch is set to -512, I end up with only -256 sound pitch.

Is there any way to have the sound pitch for a sound file be exactly what setactorsoundpitch sets? Can I reset the sound pitch for a sound before using setactorsoundpitch? Or is the only solution to remove all defined sound pitch flags from the sound files and use setactorsoundpitch to add them back, but not when my enemies get expanded?

This post has been edited by Chip: 22 May 2015 - 05:59 AM

1

User is offline   Hendricks266 

  • Weaponized Autism

  #1639

View PostChip, on 22 May 2015 - 05:53 AM, said:

However, a problem occurs - it appears that the setactorsoundpitch command doesn't set the sound pitch but instead adds/subtracts from what's already there (assuming it modifies the sound after any defined properties are added). This means sound files defined to have a random pitch will affect how setactorsoundpitch is applied. So if by random the defined sound pitch for the sound file gives it +256, then if setactorsoundpitch is set to -512, I end up with only -256 sound pitch.

The behavior you've described is exactly as intended.
1

User is offline   Chip 

#1640

Ok, I can work around that, now that I know exactly how it works.

Next question: Can I prevent the player from saving the game? I tried using "setvar RETURN -1" from within EVENT_SAVEGAME, but the event continues as normal and a saved game is created.

This post has been edited by Chip: 28 May 2015 - 04:51 AM

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User is offline   Perro Seco 

#1641

Is there any way via CON files to hide or delete some functions from this list?

Also, can I hide other options from the options menu like "Duke Talk" or "Screen Size"? They'll be unused in my TC.

This post has been edited by Perro Seco: 13 June 2015 - 03:57 AM

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User is online   Mark 

#1642

I checked a bunch of project folders on my drive and many have the choices blank but not removed so I'm guessing there is no easy way to do it.
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User is online   Danukem 

  • Duke Plus Developer

#1643

So what is the best way to prevent the episode 4 cutscene from starting these days? Should I do something in EVENT_CUTSCENE? Setting RETURN to -1 makes it show the first frame of the video and then pause until I press a key.
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User is offline   Hendricks266 

  • Weaponized Autism

  #1644

View PostTrooper Dan, on 01 July 2015 - 03:21 PM, said:

So what is the best way to prevent the episode 4 cutscene from starting these days?

http://wiki.eduke32....wiki/LOGO_FLAGS
1

User is offline   m210® 

#1645

I want try to write my code of BloodCM in Lua and I have a one question:
Can I submit a variable from one lua-class to other lua-class?

I must use a function?

Why doesn't work suck code
-- Main.lua

module(...)
se = con.actorvar(0)
require "end_gamevars"

local se64 = require("se64")


and I have an error in se64 lua class:

-- SE64.lua

local se = se

"attempt to read undeclared variable 'se' "

Can I submit se variable from Main to SE64?

This post has been edited by M210: 10 July 2015 - 08:30 AM

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User is offline   Zaxtor 

#1646

(edited it)
Cus someone told me how. No need for that post.

This post has been edited by Zaxtor: 22 July 2015 - 08:22 AM

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User is offline   xenoxols 

#1647

How do you add more frames to a weapon's animation/make a new animation?
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User is offline   Hendricks266 

  • Weaponized Autism

  #1648

Take the weapons.con.sample from the samples/ folder and add it to your CONs. This will draw the weapons from CON code, and you can make your modifications based on that.
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User is offline   xenoxols 

#1649

Thanks. Is there something like tilefromtexture that doesn't palette the graphic?
0

#1650

Hello everyone! Is it possible to monitor a player touches the wall or not?
I tried ifawayfromwall - works only on border of two sectors. On a step for example. If to stand at a wall, distance too big. Player too thick

This post has been edited by Mr. Alias Nameless: 04 September 2015 - 12:34 AM

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