I'd like to play Duke 3d SP episodes as co-op with friends, but the maps have extra items (e.g. shotgun on the first roof) and monsters that respawn a lot. Is it possible to disable them and play the sp episodes unchanged as co-op (some console command perhaps)? I'm using eduke32 and atomic edition.
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Co-op and extra items/monsters
#1 Posted 01 August 2009 - 12:36 PM
#2 Posted 01 August 2009 - 01:26 PM
I'm not sure, but I think you should be able to disable the respawn in the menu, or a frontend if you're using one.
#3 Posted 01 August 2009 - 02:45 PM
Silly me, the respawning monsters was caused by the difficulty level (damn I'm good). I guess I tried singleplayer at come get some instead. The extra items still remain though.
#4 Posted 02 August 2009 - 04:33 AM
You can add this line of code in your CONs (of everyone who's going to play like that)
You can repeat the code for every actor you want to be gone in multiplayer.
I believe this must also be checked in order to get rid of your items in case you are going to play Dukematch. (No items? Annoying) COOP
[code]
onevent EVENT_GAME
ifvare COOP 1
{
ifactor AMMO
ifspritepal 1
killit
endevent
onevent EVENT_GAME ifactor AMMO ifspritepal 1 killit .. .. .. .. endevent
You can repeat the code for every actor you want to be gone in multiplayer.
I believe this must also be checked in order to get rid of your items in case you are going to play Dukematch. (No items? Annoying) COOP
[code]
onevent EVENT_GAME
ifvare COOP 1
{
ifactor AMMO
ifspritepal 1
killit
endevent
This post has been edited by XThX2: 02 August 2009 - 04:36 AM
#5 Posted 02 August 2009 - 01:52 PM
I added:
at the end of GAME.CON. It didn't make the extra shotgun at the first rooftop (on Hollywood Holocaust) disappear. If I remove "ifspritepal 1", it removes all the shotguns. Just to clarify, I want to remove the extra items spawned in multiplayer that don't exist in singleplayer (such as the chaingun in the apartment at the start of Hollywood Holocaust).
I'm trying to find a section in the source code where I could comment out multiplayer items.
onevent EVENT_GAME ifactor SHOTGUNSPRITE ifspritepal 1 killit endevent
at the end of GAME.CON. It didn't make the extra shotgun at the first rooftop (on Hollywood Holocaust) disappear. If I remove "ifspritepal 1", it removes all the shotguns. Just to clarify, I want to remove the extra items spawned in multiplayer that don't exist in singleplayer (such as the chaingun in the apartment at the start of Hollywood Holocaust).
I'm trying to find a section in the source code where I could comment out multiplayer items.
#6 Posted 02 August 2009 - 03:22 PM
Here.
gamevar picnum 0 0 onevent EVENT_LOADACTOR getactor[THISACTOR].picnum picnum switch picnum case STEROIDS case FIRSTAID case BOOTS case HOLODUKE case HEATSENSOR case AIRTANK case JETPACK case SHIELD case COLA case SIXPAK case ATOMICHEALTH case FIRSTGUNSPRITE case SHOTGUNSPRITE case CHAINGUNSPRITE case RPGSPRITE case HBOMBAMMO case HEAVYHBOMB case SHRINKERSPRITE case DEVISTATORSPRITE case TRIPBOMBSPRITE case FREEZESPRITE case AMMO case SHOTGUNAMMO case BATTERYAMMO case RPGAMMO case CRYSTALAMMO case DEVISTATORAMMO case GROWAMMO ifspritepal 0 nullop else ifmultiplayer killit break endswitch endevent
#7 Posted 03 August 2009 - 09:10 AM
Thanks a bunch! It seems to work great. After Duke I've got to find something similar for Heretic :)
By the way, what's the purpose of ifspritepal? Singleplayer items always have pal 0 and mp items something else?
By the way, what's the purpose of ifspritepal? Singleplayer items always have pal 0 and mp items something else?
This post has been edited by ripa: 03 August 2009 - 09:11 AM
#8 Posted 03 August 2009 - 09:17 AM
ripa, on Aug 3 2009, 10:10 AM, said:
Singleplayer items always have pal 0 and mp items something else?
Right. Colored items are hardcoded to be deleted in singleplayer when the map loads.
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