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How do I make a techwall break?

#1

So, I finally found out where I can post all my "HELP ME" stuff and I have run into a little bit of a problem here. Now, I don't have any real programming skill, but I can kind of follow the language that the CON files are in so if you are explaining something to me, dumb it down a little.

Ok, so I imported a bunch of art from LameDuke and Shadow Warrior and theres a bunch of wallpapers that are walls of random tech and when you shoot them in the source game, they break and produce glass and the sound. Id like to do that with these imported wallpapers. I defined them in DEFS.COM and named them in NAMES.H. On Mapster, the appropriate tags match up. Everything appears fine.

For sprites, Ive been able to successfully do this (i.e. importing a bottle from LameDuke, defining it in DEFS.CON, and copy pasting something similar in GAME.CON, I used the coffee mug from Atomic Edition) and I even used the tileart for the techwall I want to use (tile #5965) and added it to the map as a sprite and when you shoot it, it breaks and the animation stops, produces a noise, etc.

I used this code for the sprite version of the wall...

useractor notenemy W_HITTECHWALL20 cstat 16
enda

useractor notenemy W_TECHWALL20
cstat 273
ifhitweapon
{
lotsofglass 20
sound GLASS_BREAKING
sound GLASS_HEAVYBREAK
cactor W_HITTECHWALL20
}
enda

My question is, how do I get the wall to do the same thing like the original game artwork (TECHWALL1, for example)? I don't want to have to use sprites for wallpaper.

I looked in GAME.CON and didn't find anything for walls, only sprites. I was trying to find the code for like the coke or snack machine and just cop and paste that. Can somebody steer me in the right direction?
0

User is offline   oasiz 

  • Dr. Effector

#2

IIRC a lot of wall stuff is hardcoded to the exe.
You should be able to remap some existing wall behavior to some other tile range but at that point it's better to just override.the tiles.
I can't remember how this was done in fury, I remember doing few of the arcade screens late in dev.

If you have that game, you should be able to string match the tile numbers and see how it's done.
0

#3

View Postoasiz, on 23 March 2020 - 01:03 AM, said:

IIRC a lot of wall stuff is hardcoded to the exe.
You should be able to remap some existing wall behavior to some other tile range but at that point it's better to just override.the tiles.
I can't remember how this was done in fury, I remember doing few of the arcade screens late in dev.

If you have that game, you should be able to string match the tile numbers and see how it's done.


I don't. Thanks anyways. I didn't want to get rid of the original game tiles, I just wanted to add new ones. ITs not that important, I guess. I was able to use the tiles as sprites and they work just fine.
0

#4

Also, kinda want to know how they assigned the milkshelf that breaks in the Atomic Edition. Why yhey did jusrlt thay as breakable and not the 2 other drink shelves is beyond me
0

User is offline   necroslut 

#5

While most mods seem to just overwrite some existing breakable walls, the mod Nuclear Showdown actually adds new ones without overwriting. It's a decade old mod however, and a lot of code in it is kinda broken today, so I don't know if learning from how it was done there is a good idea...
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