CON coding problems. "Improvements and progress."
#363 Posted 14 January 2020 - 02:33 PM
Trooper Dan, on 14 January 2020 - 02:03 PM, said:
Ok thank!
I will also find a way to stop the display of the "dead" icon when Duke is frozen "ifp pstand" and shrunk "ifp pshrunk"
To be tested either in an event or in the Aplayer code
#364 Posted 14 January 2020 - 03:47 PM
here is a piece of code:
state weapons_icon // world tour hud tiles ifp palive { ifvare currentweapon 0 // knee weapon { rotatesprite -40 40 65536 0 WEAPON_TILE01 0 0 0 0 0 xdim ydim // "KNEE" icon screen } } else { rotatesprite -40 40 65536 0 WEAPON_TILE00 0 0 0 0 0 xdim ydim // not weapon icon screen } ends onevent EVENT_DISPLAYREST state weapons_icon endevent
#365 Posted 16 January 2020 - 01:07 PM
Added the ability to destroy Duke's corpse.
New frames for the Liztroop:
Unused frames attack (tile 1700) and associated with a new actor.
Different death frames, when frozen, shrunk and enlarged with the microwave (SUFFERING, ONTOILET, JUSTSIT, JETPACK and DUCKING).
#366 Posted 18 January 2020 - 08:15 AM
#367 Posted 18 January 2020 - 02:17 PM
#368 Posted 19 January 2020 - 06:52 AM
Mark, on 18 January 2020 - 02:17 PM, said:
Yes it is certainly very long, but so good. I should actually have a huge keyboard.
Most of the code is mostly correction. I hadn't even seen that some old enemies added, were badly arranged in the game.
The next demo of the mod is coming soon.
#369 Posted 20 January 2020 - 05:00 AM
Trooper Dan, on 14 January 2020 - 02:03 PM, said:
TD, I still haven't found a reliable solution for the thumbnails. I believe that I have not sufficiently located the source of the problem.
#370 Posted 20 January 2020 - 05:04 AM
Mark, on 18 January 2020 - 02:17 PM, said:
Mark! Do you remember that you told me about a code that would increase the boss clipdist? Well I will add this solution in my coding, compared to what you had suggested to me.
#371 Posted 20 January 2020 - 03:43 PM
Firefly Trooper, on 20 January 2020 - 05:00 AM, said:
I really don't know what you are referring to but that command you quoted simply resets the knuckle cracking timer, as explained in the wiki.
#372 Posted 21 January 2020 - 09:54 AM
I managed to add a new actor linked to Pigcop. He can now attack the player directly standing (an alternative to the lying Pigcop). The solution was actually very simple and I had complicated my work for nothing. The Lizman will also have the same example.
My next request will be linked to the various Liztroop deaths, linked to three specific weapons.
This post has been edited by Firefly Trooper: 21 January 2020 - 10:11 AM
#373 Posted 21 January 2020 - 12:46 PM
Gamevar position 0 2 Gamevar pal 0 2 Gamevar temp 0 0 setactor[THISACTOR].mdflags 16 // actor code exemple setvar position 32768 ifvare pal 6 spritepal 6 ifspritepal 6 { getplayer[THISACTOR].heat_on temp ifvare temp 0 break } 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
But it doesn't work. Did I do a wrong thing?
#374 Posted 27 January 2020 - 06:51 AM
#375 Posted 02 February 2020 - 03:38 PM
gamevar OPERATES 0 2 // doors and sectors operating, with all monsters / items state lotag_operates_code { getactor[THISACTOR].lotag OPERATES getactor[THISACTOR].lotag L_RESPAWN2 setactor[THISACTOR].lotag 0 } ends ifvarg OPERATES 0 { operateactivators OPERATES 0 } // inside the liztroop code eventloadactor LIZTROOP state lotag_operates_code enda
This code works very well with a single killed monster. Now, I would like to do the same thing, but with several monsters to kill:
gamevar MULTIOPERATES 0 2 gamevar OPFIX 0 0 state multi_operates_code { getactor[THISACTOR].lotag MULTIOPERATES getactor[THISACTOR].lotag L_RESPAWN3 setactor[THISACTOR].lotag 0 setactor[THISACTOR].hitag OPFIX } ends ifvarg MULTIOPERATES 0 { operatemasterswitches MULTIOPERATES setvar OPFIX 0 } eventloadactor LIZTROOP state multi_operates_code enda
I would like for example that the "gamevar OPFIX" can be the same hitag value, exactly as if it were the operation "operatemasterswitches" as in "E1L2"
Is the line "setactor [THISACTOR] .hitag OPFIX" in the "state multi_operates_code" correct?
This post has been edited by Firefly Trooper: 02 February 2020 - 03:39 PM
#376 Posted 02 February 2020 - 05:23 PM
#377 Posted 03 February 2020 - 02:15 AM
Trooper Dan, on 02 February 2020 - 05:23 PM, said:
...Not even a clue? I have been trying to fend for myself for everything for some time and it is more difficult. However, I try to apply and integrate everything that I have already been told.
#378 Posted 04 February 2020 - 01:31 PM
Thank you!
#379 Posted 04 February 2020 - 02:10 PM
As for Dan refusing to help you further, I can't blame him. You're not learning the programming language. CON is rudimentary, but reads like any other language; English, Spanish, etc. It has a logical flow and method to creating outcomes. A line of code reads like a sentence. What you've been doing very often is like speaking in vague copied phrases and expecting outcomes. I will dub this "Darmok and Jalad at the Terminal". You need to slow down on the advanced and intermediate stuff and really learn how to code from the ground up, otherwise you'll never understand why your code does or doesn't work. Most programmers rarely need to outside help to figure out why simple stuff like this doesn't work, because like I said, there's a logical flow to the language. You need to understand why things work.
This post has been edited by Jimmy: 04 February 2020 - 02:19 PM
#380 Posted 04 February 2020 - 02:20 PM
Jimmy, on 04 February 2020 - 02:10 PM, said:
I totally understand. The goal is to add certain things, because for example adding a carcass of a RECON that crashes to the ground, or that a GREENSLIME can generate certain items. Even when a RECON crashes to the ground, the pilot never dies. It would be nice if that could be the case, just like tanks.
#381 Posted 04 February 2020 - 02:22 PM
#382 Posted 04 February 2020 - 02:28 PM
Jimmy, on 04 February 2020 - 02:22 PM, said:
I do have my own idea of how to do it. I had tested the GREENSLIME case, except that the sprite remained blocked and did not disappear from the game once killed.
#383 Posted 22 February 2020 - 11:22 AM
onevent EVENT_GETSHOTRANGE ifvare player[THISACTOR].curr_weapon PISTOL_WEAPON { setvar ANGRANGE 0 setvar ZRANGE 0 } endevent
This post has been edited by Firefly Trooper: 22 February 2020 - 11:35 AM
#385 Posted 22 February 2020 - 03:09 PM
Trooper Dan, on 22 February 2020 - 11:53 AM, said:
Yes exactly ! Even by modifying the clipdist, it didn't work.
However, I just managed to correctly set the cstat when it is on the ceiling and stop the command "fall"
#386 Posted 22 February 2020 - 03:41 PM
#387 Posted 22 February 2020 - 05:20 PM
Trooper Dan, on 22 February 2020 - 03:41 PM, said:
Surely the size of the sprite has something to do with it.
#388 Posted 24 February 2020 - 09:20 AM
#389 Posted 24 February 2020 - 03:28 PM
#390 Posted 29 February 2020 - 12:56 AM
Trooper Dan, on 24 February 2020 - 03:28 PM, said:
I tested the options without "auto aim" and it works very well. However, two last things: only the pistol refuses to operate in "auto aim" and the turret attached to the ceiling, shoot ... In the ceiling! Projectiles do not descend in correct alignment to the target (the player).
by increasing a little "sizeat" by more than "40 40" everything works fine in the end. Is there a way around your sprite size which is not always dependent on its cutting ?
This post has been edited by Firefly Trooper: 29 February 2020 - 02:51 AM