CON coding problems. "Improvements and progress."
#151 Posted 11 February 2019 - 01:24 PM
All BOSS can not be frozen, if they have a "pal 3"
Can not correctly associate two spriteflags in the same actor code: "spriteflags SFLAG_NODAMAGEPUSH" and "spriteflags SFLAG_HURTSPAWNBLOOD" I will use this association, for some BOSS and some enemies.
Of course, i ALWAYS have a shit problem, which happens without us wanting it.
This post has been edited by Firefly_Trooper: 11 February 2019 - 01:27 PM
#152 Posted 12 February 2019 - 07:00 AM
Clipdist to improve for the BOSS: clipdist 80, to prevent them from going through narrow passages and clipdist 16, so that they can be narrowed without problems.
For the spriteflags SFLAG_NODAMAGEPUSH and spriteflags SFLAG_HURTSPAWNBLOOD... How to add these two "spriteflags" in an actor ?
#153 Posted 13 February 2019 - 09:25 AM
I just added "spriteflags 5242880"
This post has been edited by Firefly_Trooper: 13 February 2019 - 09:26 AM
#154 Posted 13 February 2019 - 11:39 AM
There must be a simple way for weapons and ammunition to appear above dead monsters before they fall.
This post has been edited by Firefly_Trooper: 13 February 2019 - 11:41 AM
#155 Posted 17 February 2019 - 07:48 AM
This post has been edited by Firefly_Trooper: 17 February 2019 - 07:50 AM
#156 Posted 17 February 2019 - 07:55 AM
#157 Posted 23 February 2019 - 05:12 PM
Is it possible to add this value in the code of a monster to generate others if it is killed? I tried to add this feature but the monster disappears from the map. It's the same thing for an object to destroy that generates items.
I would like to be able to fix at least this problem before correcting others.
This post has been edited by Firefly_Trooper: 23 February 2019 - 05:14 PM
#158 Posted 01 March 2019 - 02:00 PM
#159 Posted 01 March 2019 - 03:00 PM
Firefly_Trooper, on 04 February 2019 - 01:05 PM, said:
I could just do a "notenemy" with cstat 256, but it's for gameplay reasons.
Firefly_Trooper, on 04 February 2019 - 01:30 PM, said:
I created an EVENT_KILLIT code that could help.
Or getplayer[THISACTOR].max_actors_killed - 1
Firefly_Trooper, on 11 February 2019 - 09:30 AM, said:
Since you're using my GAME.CON fixes, the max_actors_killed variable is depending of the MAXKILLCOUNTFIX variable, to increase each time a enemy actor is appearing but not to decrease (which could happen, for example when a slimer is eating an enemy). I put this in EVENT_GAME:
// Don't allow the maximum number of monsters decrease (exept if manually set) getplayer[THISACTOR].max_actors_killed TEMPFIX2 ifvarvarl TEMPFIX2 MAXKILLCOUNTFIX setplayer[THISACTOR].max_actors_killed MAXKILLCOUNTFIX else ifvarvarg TEMPFIX2 MAXKILLCOUNTFIX setvarvar MAXKILLCOUNTFIX TEMPFIX2
I think you should try to modify both the variables at the same time like this:
subvar MAXKILLCOUNTFIX 1 getplayer[THISACTOR].max_actors_killed TEMPFIX1 subvar TEMPFIX1 1 setplayer[THISACTOR].max_actors_killed TEMPFIX1
#160 Posted 01 March 2019 - 04:03 PM
#161 Posted 01 March 2019 - 08:41 PM
I will love removed the value "1" in the death counter, which is displayed at the bottom left of the HUD.
#162 Posted 05 March 2019 - 05:47 AM
For example if your actor is named NEWACTOR:
onevent EVENT_SPAWN ifvarn MONSTERS_OFF 1 { switch sprite[THISACTOR].picnum // put code here case NEWACTOR subvar MAXKILLCOUNTFIX 1 getplayer[THISACTOR].max_actors_killed TEMPFIX1 subvar TEMPFIX1 1 setplayer[THISACTOR].max_actors_killed TEMPFIX1 break
#165 Posted 06 March 2019 - 10:31 AM
#166 Posted 07 March 2019 - 09:11 AM
1. Possibility to use respawnhitag, after the monster killed.
2. Possibility to use respawnhitag after the objects destroyed.
#167 Posted 08 March 2019 - 01:23 PM
Used to respawnhitag value for the monsters.
Used to respawn value with lotag, for the objects destroyed (exemple grey trash).
#168 Posted 08 March 2019 - 02:09 PM
{ ifactor PIGCOPDIVE cactor PIGCOP respawnhitag ai AIPIGDYING spawn BLOOD ifrnd 128 cstator 4 addkills 1 addvar KILLCOUNTFIX 1 setvar ISDEADFIX 1 sound PIG_DYING }
Can't get it working by killing him with RPG either.
ifwasweapon RADIUSEXPLOSION { respawnhitag spawn BLOOD sound SQUISHED state standard_jibs killit } else ifwasweapon RPG { respawnhitag spawn BLOOD sound SQUISHED state standard_jibs killit }
EDIT: Managed to make it work for the first case, by moving the command to the bottom:
{ ifactor PIGCOPDIVE cactor PIGCOP ai AIPIGDYING spawn BLOOD ifrnd 128 cstator 4 addkills 1 addvar KILLCOUNTFIX 1 setvar ISDEADFIX 1 sound PIG_DYING respawnhitag }
Still not working when the actor disappear.
EDIT2: Also tried replacing respawnhitag by operaterespawns sprite[THISACTOR].hitag, nothing changes.
This post has been edited by Darkus: 08 March 2019 - 02:24 PM
#169 Posted 08 March 2019 - 02:23 PM
#170 Posted 08 March 2019 - 02:32 PM
Mortar and RPG projectile correction for Gorilla and Mini-Battlelord. Avoid that it explodes on them for nothing
Clipdist to correct for the bosses: prevent them from going through narrow passages and reduce them to the shrinker without any problem (except Boss4 and CyberKeef)
Gradual fall of objects that appear at height before falling to the ground
#171 Posted 08 March 2019 - 02:39 PM
define BREAKABLE 3584 useractor notenemy BREAKABLE 0 fall ifhitweapon { operaterespawns sprite[THISACTOR].hitag killit } enda
I think this command is not working properly with normal enemy actors. Maybe a workaround with a non-enemy actor is possible.
#172 Posted 08 March 2019 - 02:45 PM
With all these answers, I will be able to work on these problems.
Thank you for your patience, Darkus
This post has been edited by Firefly_Trooper: 08 March 2019 - 02:45 PM
#173 Posted 08 March 2019 - 07:46 PM
2. Shadow monsters is set at 97%. Some retouches are missing: remove blood from a dying Liztroop, shade (on the ground) to remove, and prevent it from being crushed (sector).
3. acid bloodpool not work ! Whether it's EVENT_SPAWN or EVENT_GAME it's the same.
4. Respawnhitag / Operaterespawns for the monsters / items not work !
5. Weird and unexpected problem! The recognition sound of Newbeast is super high. I do not understand how a sound can be pitched, without me changing anything.
#174 Posted 09 March 2019 - 11:08 AM
2. acid bloodpool not work ! Whether it's EVENT_SPAWN or EVENT_GAME it's the same.
3. Respawnhitag / Operaterespawns for the monsters / items not work !
4. Weird and unexpected problem! The recognition sound of Newbeast is super high. I do not understand how a sound can be pitched, without me changing anything.
#175 Posted 11 March 2019 - 04:20 PM
#177 Posted 12 March 2019 - 04:28 AM
#178 Posted 12 March 2019 - 07:00 AM
Trooper Dan, on 11 March 2019 - 04:20 PM, said:
I suppose that same code could make objects work to destroy and that generates objects (Christmas tree of NW, gray trashs).
#179 Posted 14 March 2019 - 06:26 AM
Does the value "operaterespawns" also work with a lotag?
[THISACTOR] .lotag ??