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CON coding problems.  "Improvements and progress."

User is offline   F!re-Fly 

#151

Add two fucking problems !

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

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User is offline   F!re-Fly 

#152

"All BOSS can not be frozen, if they have a "pal 3"" IS FIXED ! :)

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 ?
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User is offline   F!re-Fly 

#153

SPRITEFLAGS is fixed !

I just added "spriteflags 5242880"

This post has been edited by Firefly_Trooper: 13 February 2019 - 09:26 AM

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User is offline   F!re-Fly 

#154

New problem detected. Some items that monsters let go, do not fall on the ground at height. They appear directly on the ground.

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

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User is offline   F!re-Fly 

#155

Once my mind is calm, I will resume my work here on this thread. I will be reasonable and code my little problems, before !

This post has been edited by Firefly_Trooper: 17 February 2019 - 07:50 AM

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User is offline   F!re-Fly 

#156

First problem to rework, the famous scoring "max_actors_killed" which has still not been resolved.
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User is offline   F!re-Fly 

#157

I have a question about the function "respawnhitag"

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

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User is offline   F!re-Fly 

#158

Resume my work next week. The monsters of Nuclear are not yet corrected.
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User is offline   Darkus 

#159

View PostFirefly_Trooper, on 04 February 2019 - 01:05 PM, said:

The first problem that I have not been able to solve for more than a week is how to get a useractor enemy out of the death counter.

I could just do a "notenemy" with cstat 256, but it's for gameplay reasons.

View PostFirefly_Trooper, on 04 February 2019 - 01:30 PM, said:

Okay. Just add in the code of the actor, max_actor_killed and put -1?

I created an EVENT_KILLIT code that could help.

Or getplayer[THISACTOR].max_actors_killed - 1

View PostFirefly_Trooper, on 11 February 2019 - 09:30 AM, said:

Max_actor_killed is not fixed.


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

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User is offline   F!re-Fly 

#160

If I understand correctly, I have to add this variable in an actor? Or exactly the opposite?
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User is offline   F!re-Fly 

#161

I tested the code, it works well. Only, I have not been precise in my terms. Sorry! :)

I will love removed the value "1" in the death counter, which is displayed at the bottom left of the HUD.

Posted Image
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User is offline   Darkus 

#162

I suppose you wanted to remove the value when starting a map, then you should put the code in EVENT_SPAWN.

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

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User is offline   F!re-Fly 

#163

Thanks Darkus :)
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User is offline   Mark 

#164

Now he is a happy little Firefly. :)
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User is offline   F!re-Fly 

#165

Especially since I have not resumed coding for a while. I have other projects running.
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User is offline   F!re-Fly 

#166

Problem "respawnhitag" not fixed.

1. Possibility to use respawnhitag, after the monster killed.

2. Possibility to use respawnhitag after the objects destroyed.
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User is offline   F!re-Fly 

#167

First problem not fixed.

Used to respawnhitag value for the monsters.

Used to respawn value with lotag, for the objects destroyed (exemple grey trash).
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User is offline   Darkus 

#168

Strange, same problem for me. I'm sure I did the right thing: put a PIGCOP with a hitag of 2, and put some RESPAWN sprites with lotag of 2 and hitag 1680. When I kill the PIGCOP (normal death animation) nothing happens.

{ 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

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User is offline   F!re-Fly 

#169

Maybe you have to use gamevars. Do you have an idea for objects to destroy?
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User is offline   F!re-Fly 

#170

I will take the opportunity to correct these problems too

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
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User is offline   Darkus 

#171

Anyway, I tried with a non-enemy actor and it works each time:

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.
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User is offline   F!re-Fly 

#172

Yeah!

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

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User is offline   F!re-Fly 

#173

1. Seagull in the score of the kill counter fixed.

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.
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User is offline   F!re-Fly 

#174

1. Seagull in the score of the kill counter fixed.

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.
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User is offline   Danukem 

  • Duke Plus Developer

#175

Just dropping by to point out that operaterespawns sprite[THISACTOR].hitag will not work because the hitag gets deleted off of most actors after the map loads. You need to save hitag in a gamevar at map load time, during EVENT_LOADACTOR (look it up in the wiki) and then use the operaterespawns command with the saved gamevar. This is not considered a bug, it's just something you have to deal with.
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User is offline   F!re-Fly 

#176

Thank Trooper Dan.

It could also help Darkus.
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User is offline   Darkus 

#177

I confirm that, I checked a map dump with the DNDEBUG cheat: at start, the monster keep his given hitag until it becomes 'active', the value changes.
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User is offline   F!re-Fly 

#178

View PostTrooper Dan, on 11 March 2019 - 04:20 PM, said:

Just dropping by to point out that operaterespawns sprite[THISACTOR].hitag will not work because the hitag gets deleted off of most actors after the map loads. You need to save hitag in a gamevar at map load time, during EVENT_LOADACTOR (look it up in the wiki) and then use the operaterespawns command with the saved gamevar. This is not considered a bug, it's just something you have to deal with.


I suppose that same code could make objects work to destroy and that generates objects (Christmas tree of NW, gray trashs).
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User is offline   F!re-Fly 

#179

A question for the respawn code.

Does the value "operaterespawns" also work with a lotag?

[THISACTOR] .lotag ??
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User is offline   Darkus 

#180

I don't think it's a good idea, lotag is mainly used for actors to appear at certains skill levels. And Hitag is used for actor movements. I suggest to store the value in a custom variable, like Trooper Dan said above.
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