Remains and Gore "Con coding I'm assuming"
#1 Posted 26 November 2018 - 07:55 PM
I also have another question along with it. I also want to be able to shoot alien corpses with bullets instead of projectiles like in Duke 64.
#2 Posted 26 November 2018 - 07:59 PM
Mav3r1ck, on 26 November 2018 - 07:55 PM, said:
This will eventually crash the map with "too many sprites spawned"
#3 Posted 26 November 2018 - 08:15 PM
Forge, on 26 November 2018 - 07:59 PM, said:
I was thinking at least Eduke32 being able to do this. I also witnessed this feature on Duke Plus.
#4 Posted 26 November 2018 - 08:22 PM
Mav3r1ck, on 26 November 2018 - 08:15 PM, said:
This will eventually crash the map with "too many sprites spawned"
#5 Posted 26 November 2018 - 08:37 PM
#6 Posted 26 November 2018 - 09:31 PM
#7 Posted 27 November 2018 - 12:41 AM
You would need to add a sdript to make each of the flying jibs spawn a stationary jib actor when it is about to hit the ground. The stationary actor can then do whatever you code it to, such as sit there forever (see Forge's posts), add itself to the decal deletion queue, or fade away over time. In DukePlus, the flying jibs you see are actually custom projectiles, not the hardcoded ones, but the principle is the same.
#8 Posted 27 November 2018 - 02:33 AM
Mav3r1ck, on 26 November 2018 - 07:55 PM, said:
Trooper Dan, on 27 November 2018 - 12:41 AM, said:
blizzart, on 26 November 2018 - 09:31 PM, said:
This will eventually crash the map with "too many sprites spawned"
#9 Posted 27 November 2018 - 07:06 AM
blizzart, on 26 November 2018 - 09:31 PM, said:
I will, I'm more of a hands on guy. So perhaps looking through the DukePlus cons will give me an idea.
Trooper Dan, on 27 November 2018 - 12:41 AM, said:
You would need to add a sdript to make each of the flying jibs spawn a stationary jib actor when it is about to hit the ground. The stationary actor can then do whatever you code it to, such as sit there forever (see Forge's posts), add itself to the decal deletion queue, or fade away over time. In DukePlus, the flying jibs you see are actually custom projectiles, not the hardcoded ones, but the principle is the same.
I knew it was trolling but I don't know either. I had slight irritation by Forge's second reply but I ain't gonna get mad about it. Yes, I figured I had to make some sort of script for each jib that fall to the ground but wasn't sure on how to set it up for vanilla Duke 3D. I guess I'll find an example in DukePlus since I'm more into visual demonstrations.
As for my second question. I'm guessing I can find an example in the Duke 64 mod for shooting corpses?
#10 Posted 27 November 2018 - 07:32 AM
#11 Posted 27 November 2018 - 12:34 PM
Forge, on 27 November 2018 - 07:32 AM, said:
There's two things called "making them not truly permanent" (ifcount X killit) and "putting them in the decal deletion queue", the latter of which will make them stay as long as you want until there's too many, dropping old ones. There you go, gibs that will stay on the ground for a while instead of disappearing immediately, without "too many sprites spawned".
Repeating yourself isn't helpful, suggesting ways to avoid the issue you're repeating, is.
This post has been edited by Striker: 27 November 2018 - 12:38 PM
#12 Posted 27 November 2018 - 12:54 PM
Forge, on 26 November 2018 - 07:59 PM, said:
Not if the sprite is a decal.
#13 Posted 27 November 2018 - 12:54 PM
Forge, on 26 November 2018 - 08:22 PM, said:
Not if the sprite is a decal.
#14 Posted 27 November 2018 - 12:56 PM
Forge, on 26 November 2018 - 07:59 PM, said:
Forge, on 26 November 2018 - 08:22 PM, said:
Forge, on 27 November 2018 - 02:33 AM, said:
Not if the sprite is a decal.
#15 Posted 27 November 2018 - 12:58 PM
Forge, on 27 November 2018 - 07:32 AM, said:
It won't happen if the sprite is a decal.
#16 Posted 27 November 2018 - 01:37 PM
Striker, on 27 November 2018 - 12:34 PM, said:
matter of opinion. he got some answers
This post has been edited by Forge: 27 November 2018 - 01:47 PM
#17 Posted 27 November 2018 - 04:21 PM
gamevar Temp1 gamevar Temp2 appendevent EVENT_WORLD for Temp1 spritesofstatus STAT_MISC { setuserdef[].vm_sprite Temp1 switch sprite[].picnum case JIBS1 case JIBS2 case JIBS3 case JIBS4 case JIBS5 case HEADJIB1 case ARMJIB1 case LEGJIB1 case LIZMANHEAD1 case LIZMANARM1 case LIZMANLEG1 getflorzofslope sprite[].sectnum sprite[].x sprite[].y Temp2 sub Temp2 256 ifge sprite[].z Temp2 { setactor[].z Temp2 setactor[].xvel 0 ifactor JIBS1 setactor[].htg_t 0 4 else ifactor JIBS2 setactor[].htg_t 0 4 else ifactor JIBS3 setactor[].htg_t 0 4 else ifactor JIBS4 setactor[].htg_t 0 4 else ifactor JIBS5 setactor[].htg_t 0 4 insertspriteq setactor[].statnum STAT_ACTOR } break endswitch } endevent
You may modify the value of QSIZE in USER.CON to increase the number of jibs that can exist.
#19 Posted 27 November 2018 - 05:19 PM
Fox, on 27 November 2018 - 04:21 PM, said:
gamevar Temp1 gamevar Temp2 appendevent EVENT_WORLD for Temp1 spritesofstatus STAT_MISC { setuserdef[].vm_sprite Temp1 switch sprite[].picnum case JIBS1 case JIBS2 case JIBS3 case JIBS4 case JIBS5 case HEADJIB1 case ARMJIB1 case LEGJIB1 case LIZMANHEAD1 case LIZMANARM1 case LIZMANLEG1 getflorzofslope sprite[].sectnum sprite[].x sprite[].y Temp2 sub Temp2 256 ifge sprite[].z Temp2 { setactor[].z Temp2 setactor[].xvel 0 ifactor JIBS1 setactor[].htg_t 0 4 else ifactor JIBS2 setactor[].htg_t 0 4 else ifactor JIBS3 setactor[].htg_t 0 4 else ifactor JIBS4 setactor[].htg_t 0 4 else ifactor JIBS5 setactor[].htg_t 0 4 insertspriteq setactor[].statnum STAT_ACTOR } break endswitch } endevent
You may modify the value of QSIZE in USER.CON to increase the number of jibs that can exist.
Nice! I copy/paste this in the GAME.CON correct? or is there more that needs to be done.
#20 Posted 27 November 2018 - 06:06 PM
#21 Posted 27 November 2018 - 07:07 PM
#22 Posted 27 November 2018 - 07:36 PM
Fox, on 27 November 2018 - 04:21 PM, said:
setuserdef[].vm_sprite Temp1
https://wiki.eduke32.../wiki/Vm_sprite
#23 Posted 28 November 2018 - 02:36 AM
#24 Posted 28 November 2018 - 03:26 AM
Mav3r1ck, on 27 November 2018 - 07:07 PM, said:
This will eventually crash the map with "too many sprites spawned"
#25 Posted 28 November 2018 - 03:46 AM
Tekedon, on 28 November 2018 - 03:26 AM, said:
#26 Posted 28 November 2018 - 04:35 AM
Fox, on 28 November 2018 - 02:36 AM, said:
Or "killit" ?
Very useful. userdef is not a place I would expect to set that!
Just now I went ahead and pretty much pasted your response into the wiki entry to create one -- that's much better than having a blank page.
#27 Posted 28 November 2018 - 11:28 AM
I've encountered this kind of problem before in other games C&C and Doom. The work around I know of is to create a clone and rename it and have a smoke trail attached to it.
Will it work If I do this in Duke 3D?
#28 Posted 28 November 2018 - 01:31 PM
Mav3r1ck, on 28 November 2018 - 11:28 AM, said:
I've encountered this kind of problem before in other games C&C and Doom. The work around I know of is to create a clone and rename it and have a smoke trail attached to it.
Will it work If I do this in Duke 3D?
Here is a good place to ask questions about scripting:
https://forums.duke4...uke32-scripting
Quick answer: don't clone it, that's too much work, just add "spawn SMALLSMOKE" to the RPG when it's not spawned by a player. You can do that in EVENT_GAME or EVENT_WORLD
#29 Posted 28 November 2018 - 02:03 PM
#30 Posted 13 December 2018 - 06:43 AM
Jimmy 4k, on 27 November 2018 - 04:33 PM, said:
Well, I've just got the last Eduke revision and now I'm getting the "too many sprites spawned" error. That never happened before.
Switching back to the old revision works fine again.
This post has been edited by RPD Guy: 13 December 2018 - 06:43 AM