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Co-op and extra items/monsters

User is offline   ripa 

#1

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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User is offline   Jimmy 

  • Let's go Brandon!

#2

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.
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User is offline   ripa 

#3

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.
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User is offline   XThX2 

#4

You can add this line of code in your CONs (of everyone who's going to play like that)

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

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User is offline   ripa 

#5

I added:

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.
0

User is online   Danukem 

  • Duke Plus Developer

#6

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

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User is offline   ripa 

#7

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?

This post has been edited by ripa: 03 August 2009 - 09:11 AM

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User is online   Danukem 

  • Duke Plus Developer

#8

View Postripa, 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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