CON coding problems. "Improvements and progress."
#301 Posted 26 July 2019 - 01:08 PM
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
#302 Posted 04 August 2019 - 10:16 AM
#303 Posted 04 August 2019 - 12:28 PM
Trooper 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.
#304 Posted 04 August 2019 - 01:16 PM
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
#305 Posted 04 August 2019 - 01:18 PM
#306 Posted 04 August 2019 - 01:58 PM
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.
#307 Posted 05 August 2019 - 05:22 AM
In the meantime, I will try to correct some problems myself.
#308 Posted 05 August 2019 - 05:50 AM
#309 Posted 14 August 2019 - 01:15 PM
#310 Posted 29 August 2019 - 07:28 AM
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
#311 Posted 05 September 2019 - 07:43 AM
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
#312 Posted 25 September 2019 - 11:07 AM
#313 Posted 11 October 2019 - 08:54 AM
#314 Posted 11 October 2019 - 07:27 PM
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.
#316 Posted 12 October 2019 - 09:39 AM
#317 Posted 12 October 2019 - 04:19 PM
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.
#318 Posted 13 October 2019 - 09:01 PM
All that's missing is the problem of night vision googles.
#319 Posted 15 October 2019 - 07:20 AM
#320 Posted 15 October 2019 - 07:44 AM
#321 Posted 15 October 2019 - 07:49 AM
Mark, on 15 October 2019 - 07:44 AM, said:
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.
#322 Posted 15 October 2019 - 08:12 AM
- Unused Duke and badguy icon displayed on the screen is fixed.
- Duke will not speak when he is under water.
#323 Posted 15 October 2019 - 10:17 AM
EVENT_USENIGHTVISION
#324 Posted 16 October 2019 - 07:31 AM
This post has been edited by Firefly Trooper: 16 October 2019 - 07:33 AM
#325 Posted 16 October 2019 - 07:32 AM
Firefly Trooper, on 18 July 2019 - 08:39 AM, said:
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
#326 Posted 16 October 2019 - 09:23 AM
#327 Posted 16 October 2019 - 10:30 AM
#328 Posted 16 October 2019 - 11:51 AM
ifvare pal 6 spritepal 6 ifspritepal 6 { getplayer[THISACTOR].heat_on temp ifvare temp 0 break }
#329 Posted 17 October 2019 - 06:32 AM
I will add "mdflags 16" this could be the solution.
This post has been edited by Firefly Trooper: 17 October 2019 - 07:27 AM
#330 Posted 17 October 2019 - 07:36 AM
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