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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 offline   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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#312

Hello. Are there active people on this awesome forum? I still have not been able to solve my other problems.
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#313

Hello to the community. I tried to solve a lot of other corrections in my coding, but without much result. It's a shame not to find help here anymore. I will probably wait a little longer to receive additional help.
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User is offline   Mblackwell 

  • Evil Overlord

#314

https://wiki.eduke32...x_shield_amount
https://wiki.eduke32...i/Shield_amount

https://wiki.eduke32...ki/Ifpinventory

I don't have time to write up more but hopefully these wiki entries will point you in a direction.
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#315

Thank you ! I will see how I can do.
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#316

I had another question about the monsters reduced by the shrinker. How to make two different reduction actions, can be taken into account in the same code? For example, a ground monster that normally shrinks to the ground "AITROOPSHRUNK" and a shrunken monster when it flies jetpack "AITROOPJETPACKSHRUNK" I wish I could run both actions at the same time without either being caught into account.
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#317

After creating monsters in shadow, I created invisible enemies:

state invisiblecode
  ifspritepal 11
  cstat 33024
  break
ends

onevent EVENT_SPAWN // invisible monsters
  { switch sprite[THISACTOR].picnum
  case LIZTROOP
  case LIZTROOPRUNNING
  case LIZTROOPSTAYPUT
  case LIZTROOPSHOOT
  case LIZTROOPJETPACK
  case LIZTROOPONTOILET
  case LIZTROOPJUSTSIT
  case LIZTROOPDUCKING
    ifspritepal 11
    cstat 33024
  break
  endswitch
  }
endevent


Only, it is missing just one last thing I could not adjust. The possibility that these "invisible enemies" can only appear with the activation of night vision goggles.
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#318

Here is an overview of the invisible enemies:



All that's missing is the problem of night vision googles.
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#319

To add new armor with different health points has not advanced much. Even looking at wiki pages, I feel lost. I should see how to modify and understand the values.
0

User is online   Mark 

  • Honored Donor

#320

Do you want the invisible enemies to show with normal colors when the goggles are on or the usual green palette?
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#321

View PostMark, on 15 October 2019 - 07:44 AM, said:

Do you want the invisible enemies to show with normal colors when the goggles are on or the usual green palette?


Yes! I want them to display only the color (pal 6), when the night vision googles are activated. This is a new idea of ​​difficulty added to the game.
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#322

- New Nuke logo intro is fixed.
- Unused Duke and badguy icon displayed on the screen is fixed.
- Duke will not speak when he is under water.
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#323

Maybe by using the event below, it could work. I planned to add at the end of the code, the "state" followed by a "break"

EVENT_USENIGHTVISION
0

#324

The code below is about falling items that killed monsters release. The only problem is that the item appears directly from the ground and goes up, instead of the other way around. They appear directly at height, before falling back to the ground. Exactly like all weapons and basic items of the game. How to adjust the exact position?

This post has been edited by Firefly Trooper: 16 October 2019 - 07:33 AM

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#325

View PostFirefly Trooper, on 18 July 2019 - 08:39 AM, said:

Is there a way to solve the problem of falling objects treatment?

getactor[THISACTOR].cstat TEMPFIX1
  xorvar TEMPFIX1 1
  xorvar TEMPFIX1 0
  cactor XMASGREENPRESENT_AMMO1
  setactor[THISACTOR].cstat TEMPFIX1

  getactor[THISACTOR].yrepeat TEMPFIX1
  ifvarn TEMPFIX1 0
  { ifvarand sprite[THISACTOR].cstat 8
      mulvar TEMPFIX1 -360
    else
      mulvar TEMPFIX1 -85
    getactor[THISACTOR].z TEMPFIX2
    addvarvar TEMPFIX2 TEMPFIX1
    setactor[THISACTOR].z TEMPFIX2

    setactor[THISACTOR].yoffset -25
    randvar TEMPFIX1 128
    setactor[RETURN].cstat 4


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#326

I found the solution for invisible enemies. The DukePlus mod already does it.
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#327

I watched the DukePlus CON files again and also learned that the "RECON" enemy could be used with "RESPAWN" and assigned a choice of pal. It's perfect ! Three solutions found thanks to this mod. I should have been interested for a long time.
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#328

Here I found the line that I must add to the invisible monsters:

 ifvare pal 6 spritepal 6
  ifspritepal 6
  {
	  getplayer[THISACTOR].heat_on temp
	  ifvare temp 0 break
  }

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#329

The code did not work as I wanted. I must have forgotten something.

I will add "mdflags 16" this could be the solution.

This post has been edited by Firefly Trooper: 17 October 2019 - 07:27 AM

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#330


Gamevar position 0 2
Gamevar pal 0 2
Gamevar temp 0 0

setactor[THISACTOR].mdflags 16
  setvar position 32768
  ifvare pal 6 spritepal 6
  ifspritepal 6
  {
    getplayer[THISACTOR].heat_on temp
    ifvare temp 0 break
  }


This post has been edited by Firefly Trooper: 17 October 2019 - 07:39 AM

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