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CON coding problems.  "Improvements and progress."

#301

Still a lot of corrections.

I would wait patiently for help, to solve these three recurring problems.

- problem of RESPAWN with lotag.
- problem of sounds "enemystayput"
- item fall processing

This post has been edited by Firefly Trooper: 26 July 2019 - 01:09 PM

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#302

Hello. I still have not resolved the issues mentioned in the last post.
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User is online   Trooper Dan 

  • Duke Plus Developer

#303

View PostTrooper Dan, on 17 June 2019 - 03:19 PM, said:

state lotag_code_items 
  espawnvar L_RESPAWN
ends



Remember this code I posted for you a while back? It eliminates that ridiculously long if...else chain that you are using. You never implemented it so I just gave up on helping you, it was the last straw.
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#304

Excuse me Dan. I think I just forgot this code. So, all this is incorrect.

state lotag_code_items
  { ifvare L_RESPAWN 21 { espawnvar FIRSTGUNSPRITE }
    else ifvare L_RESPAWN 22 { espawnvar CHAINGUNSPRITE }
    else ifvare L_RESPAWN 23 { espawnvar RPGSPRITE }
    else ifvare L_RESPAWN 24 { espawnvar FREEZESPRITE }
    else ifvare L_RESPAWN 25 { espawnvar SHRINKERSPRITE }
    else ifvare L_RESPAWN 26 { espawnvar HEAVYHBOMB }
    else ifvare L_RESPAWN 27 { espawnvar TRIPBOMBSPRITE }
    else ifvare L_RESPAWN 28 { espawnvar SHOTGUNSPRITE }
    else ifvare L_RESPAWN 29 { espawnvar DEVISTATORSPRITE }
    else ifvare L_RESPAWN 32 { espawnvar GROWSPRITE }
    else ifvare L_RESPAWN 37 { espawnvar FREEZEAMMO }
    else ifvare L_RESPAWN 40 { espawnvar AMMO }
    else ifvare L_RESPAWN 41 { espawnvar BATTERYAMMO }
    else ifvare L_RESPAWN 42 { espawnvar DEVISTATORAMMO }
    else ifvare L_RESPAWN 44 { espawnvar RPGAMMO }
    else ifvare L_RESPAWN 45 { espawnvar GROWAMMO }
    else ifvare L_RESPAWN 46 { espawnvar CRYSTALAMMO }
    else ifvare L_RESPAWN 47 { espawnvar HBOMBAMMO }
    else ifvare L_RESPAWN 48 { espawnvar AMMOLOTS }
    else ifvare L_RESPAWN 49 { espawnvar SHOTGUNAMMO }
    else ifvare L_RESPAWN 51 { espawnvar COLA }
    else ifvare L_RESPAWN 52 { espawnvar SIXPAK }
    else ifvare L_RESPAWN 53 { espawnvar FIRSTAID }
    else ifvare L_RESPAWN 54 { espawnvar SHIELD }
    else ifvare L_RESPAWN 55 { espawnvar STEROIDS }
    else ifvare L_RESPAWN 56 { espawnvar AIRTANK }
    else ifvare L_RESPAWN 57 { espawnvar JETPACK }
    else ifvare L_RESPAWN 59 { espawnvar HEATSENSOR }
    else ifvare L_RESPAWN 60 { espawnvar ACCESSCARD }
    else ifvare L_RESPAWN 61 { espawnvar BOOTS }
    else ifvare L_RESPAWN 100 { espawnvar ATOMICHEALTH }
    else ifvare L_RESPAWN 101 { espawnvar ACCESSCARD setactor[RETURN].pal 21 }
    else ifvare L_RESPAWN 102 { espawnvar ACCESSCARD setactor[RETURN].pal 23 }
    else ifvare L_RESPAWN 1348 { espawnvar HOLODUKE }
  }
  break
ends


This post has been edited by Firefly Trooper: 04 August 2019 - 01:16 PM

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#305

I also understand your reaction. I have scattered a lot with my codes.
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#306

It works very well, but not for that:

else ifvare L_RESPAWN 101 { espawnvar ACCESSCARD setactor[RETURN].pal 21 }
    else ifvare L_RESPAWN 102 { espawnvar ACCESSCARD setactor[RETURN].pal 23 }


When I add these two lines again in the code, the bug reappears.
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#307

If you give up helping me because of my distraction, this can be understood. But it would be a shame because you are a good helper and I do not absolutely purposely be distracted in my coding. I am more motivated and ready to learn again.

In the meantime, I will try to correct some problems myself.
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#308

Added OOZ sprites (beta version) and DOORSHOCK (NW version). I will test this with the statnum 5.
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#309

Question about an old code setting. I had planned small puddles of blood, when the shrunken monsters are crushed by Duke's foot and I would like to know how to block the reduction of "BLOODPOOL" so that the puddle remains small without bug.
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#310

I have the lines of codes to add smaller BLOODPOOL (sizeat 15 15) it's easy to do.

I would just like to know how to force the reduction and also stop the reduction of bloodpool. It could also solve another problem in all boss

This post has been edited by Firefly Trooper: 29 August 2019 - 07:30 AM

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#311

New question about coding.

I would like to add other different health points of the several other armor like this:

Blue = 140
Red = 180
Orange = 200

Trooper Dan had helped me for a great "ATOMICHEALTH" of 200 health points and I wanted to do the same thing for the armors (Penthouse Paradise).

This post has been edited by Firefly Trooper: 05 September 2019 - 07:46 AM

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