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CON coding problems.  "Improvements and progress."

User is offline   F!re-Fly 

#121

I created a strange statue of LIZTROOP, which can be destroyed and can use a "RESPAWN" with the value "respawnhitag"

action LIZSTATUEFRAMES 0 1 5 1 1

define LIZSTATUESTRENGTH 150

useractor notenemy LIZSTATUE LIZSTATUESTRENGTH LIZSTATUEFRAMES
  cstat 257
  ifhitweapon
    {
      debris SCRAP3 5
      debris SCRAP6 5
      ifdead
      {
        ifactor LIZSTATUE
        state lizstatue_drop
        {
          respawnhitag
          sound GLASSBREAK
          lotsofglass 100
          quote 136
          killit
        }
      }
    }
enda

appendevent EVENT_LOADACTOR
  ifactor LIZSTATUE
  {
    sizeat 29 29
  }
endevent


The value "respawnhitag" works without problems. On the other hand, it refuses to work with other sprites (extracts from The Gate)

For example, a moving brain and a giant eye flying:

define BIGEYESTRENGTH 500

action BIGEYENORMAL    0 1 1 1 1
action BIGEYEHURT    1 1 1 1 1

move BIGEYEMOVE 30

ai AIBIGEYE BIGEYENORMAL BIGEYEMOVE geth randomangle

useractor notenemy BIGEYE BIGEYESTRENGTH BIGEYENORMAL

ifai NO
  {
    strength BIGEYESTRENGTH
    sizeat 25 25
    cstat 257
    ai AIBIGEYE
  }
    ifrnd 2
    {
      sound WIERDSHOT_FLY
    }
    ifhitweapon
    {
      action BIGEYEHURT
      spawn BLOOD
      spawn BLOOD
      ifdead
      {
        spawn BLOOD
        spawn BLOOD
        respawnhitag
        state standard_jibs
        state standard_jibs
        state standard_jibs
        state standard_jibs
        debris SCRAP2 20
        spawn EXPLOSION2
        sound PIPEBOMB_EXPLODE
        sound OCTA_DYING
        sound SQUISHED
        quote 135
        killit
      }
      sound OCTA_RECOG
      guts JIBS6 8
    }
    ifcount 48
      ai AIBIGEYE

  ifaction BIGEYEHURT
  {
    ifactioncount 10
    action BIGEYENORMAL
    break
  }
enda


state brain_jibs
  guts JIBS2 1
  guts JIBS3 2
  guts JIBS4 3
  guts JIBS5 2
  guts JIBS6 3
  ifrnd 6
  {
    guts JIBS1 1
    spawn BLOODPOOL
  }
  ifrnd 16
  sound DUKE_KILLED_CARI1
ends

define BRAINSTRENGTH 75

action MONSTER1 0 2 1 1 18

move brainstopped

ai INACT MONSTER1
ai SHOOT MONSTER1 brainstopped faceplayersmart

useractor notenemy BRAIN BRAINSTRENGTH MONSTER1
  ifai NO
  {
    sizeat 50 50
    cstat 257
    clipdist 40
    ai SHOOT
  }
  ifai INACT
  {
    ifpinventory GET_BOOTS 350
    {
      addinventory GET_BOOTS 350
      killit
    }
  }
    ifcansee
    {
      ifcount 10
      {
        resetcount
      }
    }
    ifhitweapon
    {
      ifdead
      {
        state brain_jibs
        state brain_jibs
        state brain_jibs
        state brain_jibs
        respawnhitag
        sound SQUISHED
        quote 134
        ai INACT
      }
      else
      guts JIBS6 10
      sound SQUISHED
    }
    ifpdistl 10240
    soundonce HBEAT2
enda


Can anyone tell me, why "respawnhitag" does not want to work for these two additions ? Thanks
0

User is offline   F!re-Fly 

#122

I tried to use again, the value "respawnhitag" by placing it after "ifhitweapon" and well I still have no results
0

User is offline   F!re-Fly 

#123

I noticed a few things about "guts" values ​​especially for JIBS6. When the player fires on the original monsters, blood samples fall directly to the ground in front of him, horizontally. How to do the same with my new monsters? This could help me complete a good part of my CON files.

I've assigned my new monsters tripe with JIBS6, except that it's going in all directions.

This post has been edited by Firefly_Trooper: 29 January 2019 - 09:07 AM

0

User is offline   Striker 

  • Auramancer

#124

View PostFirefly_Trooper, on 29 January 2019 - 09:04 AM, said:

I noticed a few things about "guts" values ​​especially for JIBS6. When the player fires on the original monsters, blood samples fall directly to the ground in front of him, horizontally. How to do the same with my new monsters? This could help me complete a good part of my CON files.

I've assigned my new monsters tripe with JIBS6, except that it's going in all directions.

Don't use "guts" if you want to do that. Just use "spawn JIBS6".
0

User is offline   F!re-Fly 

#125

Super thanks for the answer. I never had the idea to use this alternative. I will test tomorrow.
0

User is offline   F!re-Fly 

#126

Regarding the problem of the score of monsters killed. How not to display on the counter some "useractor"? I have only one babe and corpses I'd like to remove from the counter.
0

User is offline   F!re-Fly 

#127

View PostStriker, on 29 January 2019 - 12:39 PM, said:

Don't use "guts" if you want to do that. Just use "spawn JIBS6".


I tested "spawn JIBS6" It does not work. I think the solution is in a gamevar with the value "htg_t"
0

User is online   Danukem 

  • Duke Plus Developer

#128

https://wiki.eduke32.com/wiki/Htflags


scroll down

SFLAG_HURTSPAWNBLOOD
0

User is offline   F!re-Fly 

#129

View PostTrooper Dan, on 29 January 2019 - 07:18 PM, said:

https://wiki.eduke32.com/wiki/Htflags


scroll down

SFLAG_HURTSPAWNBLOOD


Thanks TP! I had still searched badly. :) I will now go on the code of "scoring"

I would really like to find a way to remove "useractor" from the score, without changing everything with a cstat 256. If I have not just changed all this is simply for a logic of gameplay.

I had posted a little while ago the code of Darkus who had repaired the counter of the dead. However, I have no precision to remove some "useractor" from the counter

This post has been edited by Firefly_Trooper: 30 January 2019 - 03:28 AM

0

User is offline   F!re-Fly 

#130

Hello everyone! I thought the King Cobra was well coded... BUT NOT ! There is still a problem of shit that makes me lose time. The King Cobra refuses to die if it is shrunk and I do not know at all or is the problem. But I coded based on the Lizman and respecting the lines. Well, I'm quite upset about this problem.

state checkcobrahit
  ifdead
  {
    ifwasweapon FREEZEBLAST
    {
      ifactor KINGCOBRASPITTING cactor KINGCOBRA
      sound SOMETHINGFROZE
      spritepal 1
      move 0
      ifai AICOBRASHRUNK action ACOBRAFROZENSHRUNK
      else action ACOBRAFROZEN
      strength 0
      break
    }

    ifai AICOBRASHRUNK nullop
    else

    ifwasweapon GROWSPARK
    {
      ifactor KINGCOBRASPITTING cactor KINGCOBRA
      cstat 257
      sound ACTOR_GROWING
      addvar KILLCOUNTFIX 1
      setvar ISDEADFIX 1
      ai AICOBRAGROW
      break
    }
    else
      ifwasweapon RPG
    {
      spawn BLOOD
      sound SQUISHED
      state standard_jibs
      addkills 1
      killit
    }
    else
      ifwasweapon RADIUSEXPLOSION
    {
      spawn BLOOD
      sound SQUISHED
      state standard_jibs
      addkills 1
      killit
    }
    else
    {
      ifactor KINGCOBRASPITTING cactor KINGCOBRA
      spawn BLOOD
      state rf
      addkills 1
      addvar KILLCOUNTFIX 1
      setvar ISDEADFIX 1
      ai AICOBRADYING
    }
    sound COBRA_DYING
  }
  else
  {
    guts JIBS3 5
    guts JIBS4 3
    sound COBRA_PAIN
    ifwasweapon SHRINKSPARK
    {
      ifai AICOBRASHRUNK break
      ifactor KINGCOBRASPITTING cactor KINGCOBRA
      ai AICOBRASHRUNK
      sound ACTOR_SHRINKING
      break
    }
    ifwasweapon GROWSPARK
      sound EXPANDERHIT

    spawn BLOOD
    state random_wall_jibs
    ifp palive
      ifcansee
        ifcanshoottarget
    {
      ifai AICOBRASHRUNK break
      ifactor KINGCOBRASPITTING cactor KINGCOBRA
      ai AICOBRASHOOTENEMY
      break
    }
  }
ends


state cobradyingstate
  ifaction ACOBRALYINGDEAD
  {
    strength 0
    ifhitweapon
      ifwasweapon RADIUSEXPLOSION
    {
      sound SQUISHED
      state standard_jibs
      killit
    }
    ifrespawn
      ifcount RESPAWNACTORTIME
    {
      spawn TRANSPORTERSTAR
      sizeat 40 40
      cstat 257
      strength COBRASTRENGTH
      setvar ISDEADFIX 0
      ai AICOBRAGETENEMY
      ifvarn userdef[THISACTOR].player_skill 4
        subvar KILLCOUNTFIX 1
    }
  }
  else 
    ifai AICOBRADYING
      ifactioncount 4
  {
    iffloordistl 8
      sound THUD
    move COBRASTOP
    action ACOBRALYINGDEAD
    ifrnd 64
      spawn BLOODPOOL
  }
ends


state cobracode
  state checksquished

  ifai 0
    { ifactor KINGCOBRASPITTING ai AICOBRASPIT
      else ai AICOBRAGETENEMY }
  else
    ifaction ACOBRALYINGDEAD
  {
    fall
    state cobradyingstate
    break
  }
  else
    ifaction ACOBRAFROZEN
    { state cobrafrozen
      break
    }
  else
    ifaction ACOBRAFROZENSHRUNK
    { state cobrafrozen
      break
    }
  else
    ifai AICOBRAJUMPENEMY
      state cobrajumpstate
  else
  {
    fall
    ifai AICOBRAGETENEMY
      state cobraseekstate
    else
      ifai AICOBRACHARGEENEMY
        state cobraseekstate
    else
      ifai AICOBRADODGE
        state cobradodgestate
    else
      ifai AICOBRABITE
        state cobrabitestate
    else
      ifai AICOBRASHOOTENEMY
        state cobrashootstate
    else
      ifai AICOBRAFLEENEMY
        state cobrafleestate
    else
      ifai AICOBRATHINK
        state cobrathinkstate
    else
      ifai AICOBRASHRUNK
        state cobrashrunkstate
    else
      ifai AICOBRAGROW
        state genericgrowcode
    else
      ifai AICOBRADYING
        state cobradyingstate
    else
      ifai AICOBRASPIT
    {
      ifcount 26
        { cactor KINGCOBRA ai AICOBRAGETENEMY }
      else
        ifcount 18
          ifrnd COBRA_ATTACKFREQ
      {
        shoot POISON
        sound COBRA_SPIT
      }
    }
  }
  ifhitweapon
    state checkcobrahit

  ifai AICOBRASHRUNK break
  ifp pshrunk
  state badguystomphit

  ifrnd 1
    {
      ifrnd 32
        soundonce COBRA_ROAM2
      else
      ifrnd 64
        soundonce COBRA_ROAM3
    }

  {
    ifai AICOBRAGROW break
    sizeat 40 40
  }

  {
    ifai AICOBRAGETENEMY
    cstat 257 break
  }
ends


If someone has an idea.
0

User is offline   F!re-Fly 

#131

In addition to the first problem encountered on King Cobra (unable to kill it by being shrunk), I noticed two other problems:

2. After a while, the monsters stop moving when Duke is hiding for a moment (about a minute). The King Cobra refuses to stop. He keeps moving and stops once in three.

3. He sometimes shoting in the void.

Of all the monsters I've coded, it's the one that will have caused me the most concern and I do not know why. Knowing that his code is similar to Lizman.

So my priority is to finish the monster code.

I know that most of my general problems are not resolved, I would like this time to devote myself to King Cobra. You help is welcome.

This post has been edited by Firefly_Trooper: 31 January 2019 - 04:39 PM

0

User is offline   F!re-Fly 

#132

King Cobra "shrunk dying" action fixed !
King Cobra "stop moving" action fixed !

"Attack in the void" action is not solved yet.

I take advantage of it to remake to new, all the code of the Predator (my very first enemy). It works great, without any problem. I had to redo the code of death which was incomplete and slightly buggy. The only thing I can not do again is to kill him by being small. There are two clues to killing an enemy shrunk otherwise:

state predhitstate
  ifdead
  {
    ifwasweapon FREEZEBLAST
    {
      sound SOMETHINGFROZE
      spritepal 1
      move 0
      ifai AIPREDSHRUNK action APREDFROZENSHRUNK
      else action APREDFROZEN
      strength 0
      break
    }

    ifai AIPREDSHRUNK nullop
    else state predammostate

    ifwasweapon GROWSPARK
    {
      cstat 257
      sound ACTOR_GROWING
      addvar KILLCOUNTFIX 1
      setvar ISDEADFIX 1
      ai AIPREDGROW
      break
    }
    else
      ifwasweapon RPG
    {
      sound SQUISHED
      state standard_jibs
      state standard_jibs
      state standard_jibs
      state standard_jibs
      addkills 1
      killit
    }
    else
      ifwasweapon RADIUSEXPLOSION
    {
      sound SQUISHED
      state standard_jibs
      state standard_jibs
      state standard_jibs
      state standard_jibs
      addkills 1
      killit
    }
    else
    {
      addkills 1
      addvar KILLCOUNTFIX 1
      setvar ISDEADFIX 1
      ai AIPREDDYING
    }
    sound PREDA_DYING
  }
  else
  {
    sound PREDA_PAIN
    state random_wall_jibs

    ifai AIPREDSHRUNK break

    ifwasweapon SHRINKSPARK
    {
      sound ACTOR_SHRINKING
      ai AIPREDSHRUNK
      break
    }
    ifwasweapon GROWSPARK
      sound EXPANDERHIT

    {
      ifrnd 24
        state predpalshootstate
      else
        ifrnd 12
          ai AIPREDHIDE
    }
  }
  ifactioncount 2
  {
    resetactioncount
    ai AIPREDSEEK
  }
ends


  ifai AIPREDDYING
    state preddyingstate
  else

  {
    ifhitweapon
      state predhitstate

  }


The first part concerns "ifai AIPREDSHRUNK nullop" and the second part in the main code, "ifhitweapon state predhitstate"

Only it does not seem to work. I can attack him being small, but only dies if he regains his normal size.
0

User is offline   F!re-Fly 

#133

Predator fixed. :)
0

User is online   Danukem 

  • Duke Plus Developer

#134

You seem to be fixing a lot of your problems on your own now. That's good. I recommend waiting and not posting about them unless you are truly stuck -- try waiting until you have been stuck on a problem for a week or so. You will find that you are posting about fewer things, and then the chances of someone helping when you do post will increase.
2

User is offline   Mark 

#135

Yeah, I usually ask for help after I mangled the code for a few days. Its amazing that even with the high percentage of frustration and failure, I continue to code. Its that good feeling when it finally comes together.

There were a few times he asked for help and I kept quiet because I felt the fix was within his skills to fix it. And he did.
( and because I seem to have less than 50/50 chance of offering the right solutions for people ) :)

This post has been edited by Mark: 03 February 2019 - 06:53 PM

0

User is offline   F!re-Fly 

#136

Thank you for your wise advice. I understood your justified silence. I am very happy to be able to settle on my own, a lot of little problems.

This post has been edited by Firefly_Trooper: 04 February 2019 - 11:05 AM

0

User is offline   F!re-Fly 

#137

View PostMark, on 03 February 2019 - 06:48 PM, said:

Yeah, I usually ask for help after I mangled the code for a few days. Its amazing that even with the high percentage of frustration and failure, I continue to code. Its that good feeling when it finally comes together.

There were a few times he asked for help and I kept quiet because I felt the fix was within his skills to fix it. And he did.
( and because I seem to have less than 50/50 chance of offering the right solutions for people ) :)


Mark, you still gave me good clues for the famous "proto-switch" of the beta version.
0

User is offline   F!re-Fly 

#138

Addkils with gamevar code of the killed monsters counter is fixed.

Acid bloodpool "state random ooz" for the Egg, Greenslime, Boss4 and Newbeast is fixed.

Quotes victory for all Boss is fixed

Greenslime, Rotategun and Shark, can be squished now.

Liztroop N64, Boss4, Newbeast and CyberKeef, will not be affected by the shrunker. Flintch action is canceled.

Dead codes for the CyberKeef is fixed.

Sounds for the state "random get weapons" is fixed. The ifrnd value is deleted.

Eliminate player self-damage code for the Dragon is fixed.

King Cobra, Dummyduke, Captain Gorilla and Predator is fixed.

Unused LIZMANFEEDING is fixed.

Satelite, Fuelpod, Antenna and more objets is fixed. They could not be destroyed properly.

I also did touch-ups for the Newbeast code. There were inconsistencies.

The Queen Alien mini boss, can be two different pal. Pal21 and Pal3.

Unused AMMOLOTS tiles and code is fixed.

Quote for Pistol is fixed.

Used RESPAWN for the news stayput enemies (Octabrain, Boss2 and Boss3) is fixed. With cstat and sizeat.

This post has been edited by Firefly_Trooper: 04 February 2019 - 12:06 PM

0

User is offline   F!re-Fly 

#139

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.

This post has been edited by Firefly_Trooper: 04 February 2019 - 01:06 PM

0

User is online   Danukem 

  • Duke Plus Developer

#140

Just subtract 1 from max_actors_killed when it spawns. That's what I do.
0

User is offline   F!re-Fly 

#141

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

This post has been edited by Firefly_Trooper: 04 February 2019 - 01:33 PM

-1

User is offline   F!re-Fly 

#142

Not work !!!

This post has been edited by Firefly_Trooper: 04 February 2019 - 02:26 PM

0

User is offline   F!re-Fly 

#143

I do not know how I can subtract 1 for "max_actor_killed" Here are the counter codes of the monsters killed

gamevar TEMPFIX1 0 0 // Temporary variables
gamevar TEMPFIX2 0 0
gamevar ISDEADFIX 0 2 // Tell if the monster is dead or not
gamevar KILLCOUNTFIX 0 0    // Number of monsters killed
gamevar MAXKILLCOUNTFIX 0 0 // Maximum number of monsters


onevent EVENT_KILLIT
  ifvarn MONSTERS_OFF 1
  {
  switch sprite[THISACTOR].picnum
  case RECON // Special case for these
  case DRONE
  case ROTATEGUN
    addvar KILLCOUNTFIX 1
  break
  case EGG // If variable ISDEADFIX is 0 (the monster is alive), add one kill count
  case SHARK
  case LIZTROOP
  case LIZTROOPRUNNING
  case LIZTROOPSTAYPUT
  case LIZTROOPSHOOT
  case LIZTROOPJETPACK
  case LIZTROOPONTOILET
  case LIZTROOPJUSTSIT
  case LIZTROOPDUCKING
  case OCTABRAIN
  case OCTABRAINSTAYPUT
  case COMMANDER
  case COMMANDERSTAYPUT
  case TANK
  case SCORPIONTANK
  case PIGCOP
  case PIGCOPSTAYPUT
  case PIGCOPDIVE
  case LIZMAN
  case LIZMANSTAYPUT
  case LIZMANSPITTING
  case LIZMANFEEDING
  case LIZMANJUMP
  case ORGANTIC
  case NEWBEAST
  case NEWBEASTSTAYPUT
  case NEWBEASTHANG
  case NEWBEASTJUMP
    ifvare ISDEADFIX 0
      addvar KILLCOUNTFIX 1
  break
  case BOSS1
  case BOSS1STAYPUT
  case BOSS2
  case BOSS2STAYPUT
  case BOSS3
  case BOSS3STAYPUT
    ifvare ISDEADFIX 0
      addvar KILLCOUNTFIX 1
    ifspritepal 0  // end the game if is a boss
      endofgame 52
  break
  case BOSS4
  case BOSS4STAYPUT
    ifvare ISDEADFIX 0
      addvar KILLCOUNTFIX 1
    ifspritepal 0
      endofgame 52  // end the game
  break
  case GREENSLIME // special case for green slime
  case 2371
  case 2372
  case 2373
  case 2374
  case 2375
  case 2376
  case 2377
    ifvarg sprite[THISACTOR].statnum 0
    ifvarl sprite[THISACTOR].statnum 3
      addvar KILLCOUNTFIX 1
  break

  case UNDERWATERDRONE
    addvar KILLCOUNTFIX 1
  break
  case LIZTROOPPSX
  case LIZTROOPPSXRUNNING
  case LIZTROOPPSXSTAYPUT
  case LIZTROOPPSXSHOOT
  case LIZTROOPPSXJETPACK
  case LIZTROOPPSXONTOILET
  case LIZTROOPPSXJUSTSIT
  case LIZTROOPPSXDUCKING
  case PIGCOPPSX
  case PIGCOPPSXSTAYPUT
  case PIGCOPPSXDIVE
  case PIG-IN-A-DRESS
  case PIG-IN-A-DRESSSTAYPUT
  case PIG-IN-A-DRESSDIVE
  case ZOMBIEPIGCOP
  case ZOMBIEPIGCOPSTAYPUT
  case ZOMBIEPIGCOPDIVE
  case MAGNUMPIG
  case MAGNUMPIGSTAYPUT
  case MAGNUMPIGDIVE
    ifvare ISDEADFIX 0
      addvar KILLCOUNTFIX 1
  break
  case CYBERKEEF
  case CYBERKEEFSTAYPUT
    ifvare ISDEADFIX 0
      addvar KILLCOUNTFIX 1
    ifspritepal 0
      endofgame 52
  break

  case LIZTROOPCARI
  case LIZTROOPCARIRUNNING
  case LIZTROOPCARISTAYPUT
  case LIZTROOPCARISHOOT
  case LIZTROOPCARIJETPACK
  case LIZTROOPCARIONTOILET
  case LIZTROOPCARIJUSTSIT
  case LIZTROOPCARIDUCKING
  case OCTABRAINCARI
  case OCTABRAINCARISTAYPUT
  case COMMANDERCARI
  case COMMANDERCARISTAYPUT
  case PIGCOPCARI
  case PIGCOPCARISTAYPUT
  case PIGCOPCARIDIVE
  case DRAGON
    ifvare ISDEADFIX 0
      addvar KILLCOUNTFIX 1
  break

  case DUMMYDUKE
  case DUMMYDUKESTAYPUT
    ifvare ISDEADFIX 0
      addvar KILLCOUNTFIX 1
  break

  case CAPTAINGORILLA
  case CAPTAINGORILLASTAYPUT
  case KINGCOBRA
  case KINGCOBRASTAYPUT
  case KINGCOBRASPITTING
  case KINGCOBRAJUMP
    ifvare ISDEADFIX 0
      addvar KILLCOUNTFIX 1
  break

  case LIZTROOPN64
  case LIZTROOPN64RUNNING
  case LIZTROOPN64STAYPUT
  case LIZTROOPN64SHOOT
  case LIZTROOPN64JETPACK
  case LIZTROOPN64ONTOILET
  case LIZTROOPN64JUSTSIT
  case LIZTROOPN64DUCKING
    ifvare ISDEADFIX 0
      addvar KILLCOUNTFIX 1
  break

  case PREDATOR
  case PREDATORSTAYPUT
    ifvare ISDEADFIX 0
      addvar KILLCOUNTFIX 1
  break
  endswitch
  }
endevent

onevent EVENT_ENTERLEVEL // reset the counters at map start
  setvar KILLCOUNTFIX 0
  setvar MAXKILLCOUNTFIX 0
endevent

0

User is offline   F!re-Fly 

#144

Rotate gun is fixed: add hitradius explosion.
0

User is online   Danukem 

  • Duke Plus Developer

#145

Sounds more like a bad idea than a fix. It will hurt the player when it dies now, and also blow up cracks where that wasn't intended.
0

User is offline   F!re-Fly 

#146

It will hurt the player but the hitradius will be weak. I also found the way that it does not affect cracks. At the same time it is also logical that it affects the player.

If I had the idea to add a hitradius to the turret, it's also a way to make maps with strategy. DN3D can become an FPS-Strategic.

This could help the player save the bombs, or ammunition from the RPG.

I'm also trying to understand the modders, for their mapping ideas. Each patch and every new idea brought to the game can be used or simply for the pleasure of the game and the gameplay.

This post has been edited by Firefly_Trooper: 09 February 2019 - 08:03 AM

0

User is offline   F!re-Fly 

#147

News womans for the BDP The Gate added. Femcode is fixed.
0

User is offline   F!re-Fly 

#148

I failed to subtract 1 in "max_actors_killed" I tried several ways to proceed but I have no conclusive result.
0

User is offline   F!re-Fly 

#149

CyberKeef and BOSS2 / BOSS3 "stayput " is fixed. Add sizeat for the ifspritepal 0, 3 and 21 with used Respawn.

Possibility now to display BOSS and MINI-BOSS independently.

This post has been edited by Firefly_Trooper: 11 February 2019 - 09:38 AM

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User is offline   F!re-Fly 

#150

Max_actor_killed is not fixed.

This post has been edited by Firefly_Trooper: 11 February 2019 - 09:31 AM

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