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Remains and Gore  "Con coding I'm assuming"

User is offline   Mav3r1ck 

#1

I wanted to have it to where alien gore doesn't disappear after blowing them up but remains on the map. I'm requesting help to do this.

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.
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User is offline   Forge 

  • Speaker of the Outhouse

#2

View PostMav3r1ck, on 26 November 2018 - 07:55 PM, said:

I wanted to have it to where alien gore doesn't disappear after blowing them up but remains on the map. I'm requesting help to do this.

This will eventually crash the map with "too many sprites spawned"
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User is offline   Mav3r1ck 

#3

View PostForge, on 26 November 2018 - 07:59 PM, said:

This will eventually crash the map with "too many sprites spawned"


I was thinking at least Eduke32 being able to do this. I also witnessed this feature on Duke Plus.
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User is offline   Forge 

  • Speaker of the Outhouse

#4

View PostMav3r1ck, on 26 November 2018 - 08:15 PM, said:

I was thinking at least Eduke32 being able to do this. I also witnessed this feature on Duke Plus.

This will eventually crash the map with "too many sprites spawned"
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User is offline   Mav3r1ck 

#5

You've already said that and it's not really helping much. And also my second question has gone unanswered.
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User is offline   blizzart 

#6

It´s depending of the map. EDuke32 han handle 16k of sprites. The rest is con con. See DukePlus ;-)
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User is online   Danukem 

  • Duke Plus Developer

#7

Heh, I don't know why Forge is trolling you on this, but...

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.
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User is offline   Forge 

  • Speaker of the Outhouse

#8

View PostMav3r1ck, on 26 November 2018 - 07:55 PM, said:

I wanted to have it to where alien gore doesn't disappear after blowing them up but remains on the map. I'm requesting help to do this.

View PostTrooper Dan, on 27 November 2018 - 12:41 AM, said:

The stationary actor can then do whatever you code it to, such as sit there forever

View Postblizzart, on 26 November 2018 - 09:31 PM, said:

EDuke32 han handle 16k of sprites.

This will eventually crash the map with "too many sprites spawned"
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User is offline   Mav3r1ck 

#9

View Postblizzart, on 26 November 2018 - 09:31 PM, said:

It´s depending of the map. EDuke32 han handle 16k of sprites. The rest is con con. See DukePlus ;-)


I will, I'm more of a hands on guy. So perhaps looking through the DukePlus cons will give me an idea.

View PostTrooper Dan, on 27 November 2018 - 12:41 AM, said:

Heh, I don't know why Forge is trolling you on this, but...

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?
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User is offline   Forge 

  • Speaker of the Outhouse

#10

It's not trolling until you come back here complaining about your map crashing with a "too many sprites spawned" error, and I start spamming, "told you so".
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User is offline   Striker 

  • Auramancer

#11

View PostForge, on 27 November 2018 - 07:32 AM, said:

It's not trolling until you come back here complaining about your map crashing with a "too many sprites spawned" error, and I start spamming, "told you so".

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

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#12

View PostForge, on 26 November 2018 - 07:59 PM, said:

This will eventually crash the map with "too many sprites spawned"

Not if the sprite is a decal.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#13

View PostForge, on 26 November 2018 - 08:22 PM, said:

This will eventually crash the map with "too many sprites spawned"

Not if the sprite is a decal.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#14

View PostForge, on 26 November 2018 - 07:59 PM, said:

This will eventually crash the map with "too many sprites spawned"

View PostForge, on 26 November 2018 - 08:22 PM, said:

This will eventually crash the map with "too many sprites spawned"

View PostForge, on 27 November 2018 - 02:33 AM, said:

This will eventually crash the map with "too many sprites spawned"

Not if the sprite is a decal.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#15

View PostForge, on 27 November 2018 - 07:32 AM, said:

It's not trolling until you come back here complaining about your map crashing with a "too many sprites spawned" error, and I start spamming, "told you so".

It won't happen if the sprite is a decal.
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User is offline   Forge 

  • Speaker of the Outhouse

#16

Posted Image


View PostStriker, on 27 November 2018 - 12:34 PM, said:

Repeating yourself isn't helpful

matter of opinion. he got some answers

This post has been edited by Forge: 27 November 2018 - 01:47 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#17

Here's a code I wrote:

Posted Image

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.
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User is offline   Jimmy 

  • Let's go Brandon!

#18

Forge is the greatest poster on this website.
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User is offline   Mav3r1ck 

#19

View PostFox, on 27 November 2018 - 04:21 PM, said:

Here's a code I wrote:

Posted Image

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.
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User is offline   OpenMaw 

  • Judge Mental

#20

Looks like it should plug and play. You can either paste it into game.con, or put it in it's own con, and then add an include for it at the top of game con (that way you can turn it off and on with on line instead of having to cut it out.)
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User is offline   Mav3r1ck 

#21

Just tried it and it's a nice touch. Really improves the atmosphere of the game and levels.
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User is online   Danukem 

  • Duke Plus Developer

#22

View PostFox, on 27 November 2018 - 04:21 PM, said:


setuserdef[].vm_sprite Temp1




https://wiki.eduke32.../wiki/Vm_sprite

Posted Image
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#23

Use "vm_sprite" to change the current sprite, which "THISACTOR" returns. This is necessary for using commands that only affect the current sprite, like "insertspriteq" in this example.
1

User is online   Tekedon 

#24

View PostMav3r1ck, on 27 November 2018 - 07:07 PM, said:

Just tried it and it's a nice touch. Really improves the atmosphere of the game and levels.


This will eventually crash the map with "too many sprites spawned"
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User is offline   OpenMaw 

  • Judge Mental

#25

View PostTekedon, on 28 November 2018 - 03:26 AM, said:

This will eventually crash the map with "too many sprites spawned"



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User is online   Danukem 

  • Duke Plus Developer

#26

View PostFox, on 28 November 2018 - 02:36 AM, said:

Use "vm_sprite" to change the current sprite, which "THISACTOR" returns. This is necessary for using commands that only affect the current sprite, like "insertspriteq" in this example.


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.
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User is offline   Mav3r1ck 

#27

I want to have the RPG rocket spawn smoke trails when fired from the Cycloid Emperor and Devastator but as I understand it it's hardcoded which prevents this from happening normally.

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?
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User is online   Danukem 

  • Duke Plus Developer

#28

View PostMav3r1ck, on 28 November 2018 - 11:28 AM, said:

I want to have the RPG rocket spawn smoke trails when fired from the Cycloid Emperor and Devastator but as I understand it it's hardcoded which prevents this from happening normally.

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
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User is offline   Mav3r1ck 

#29

Alright, I shall go there for questions regarding scripting. I made this topic since it was EDuke32 related and asked additional questions instead of pointlessly making new topics for each one.
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User is offline   RPD Guy 

#30

View PostJimmy 4k, on 27 November 2018 - 04:33 PM, said:

Forge is the greatest poster on this website.


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

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