Getting DIG Enemies to spawn elsewhere
#1 Posted 06 August 2024 - 04:06 PM
I'm curious what it would take to get them to spawn from a con perspective, as opposed to directly editing the maps. I used to think that's what Darkus' fixes did (mentioned "fixing lotag 4" which I thought was referring to actors on skill 4) but clearly I was wrong. I kinda wanna know what it's like to fight these guys under normal rules. Might spice up DC some.
#2 Posted 06 August 2024 - 11:41 PM
#3 Posted 07 August 2024 - 11:18 AM
Danukem, on 06 August 2024 - 11:41 PM, said:
Basically I want the level 4 enemies to appear on level 3 (CGS).
#4 Posted 07 August 2024 - 11:20 AM
Ninety-Six, on 07 August 2024 - 11:18 AM, said:
Well in that case just change their lotags from 4 to 3
#5 Posted 07 August 2024 - 12:31 PM
Danukem, on 07 August 2024 - 11:20 AM, said:
I was hoping it could be a con-side change so it could be used universally, including maps I might have missed.
The thing with DC is that the extra enemies were obvious as they were so numerous. But who's to say there aren't any other cases like the Death Row trooper elsewhere in the pack? Or even the other expansions as they're less documented than the 3DR originals. I'd argue even AWO's isn't as documented either.
This post has been edited by Ninety-Six: 07 August 2024 - 12:45 PM
#6 Posted 07 August 2024 - 01:01 PM
#7 Posted 07 August 2024 - 06:21 PM
Danukem, on 07 August 2024 - 01:01 PM, said:
Would this require case instances for each actor or would this be catch-all?
#8 Posted 07 August 2024 - 08:13 PM
#9 Posted 07 August 2024 - 08:18 PM
onevent EVENT_LOADACTOR switch sprite[].picnum case LIZTROOP case LIZTROOPSTAYPUT case LIZMAN case LIZMANSTAYPUT case PIGCOP case PIGCOPSTAYPUT case COMMANDER case BOSS1 case NEWBEAST case OCTABRAIN case ROTATEGUN case DRONE case TANK case EGG ife sprite[].lotag 4 seta[].lotag 3 break endswitch endevent
so that but add all the cases I left out for lizmanjump, the other variants of the enemies, the other stayputs and so on
#11 Posted 08 August 2024 - 01:16 AM
I am and was intending to use the Darkus cons as a base for this, combining info from this thread and essentially reverse-engineering his and 3DR's con files to learn the syntax necessary (as that's the best way I learn*).
As it turns out however, he had a very similar block of code in the place you told me to look, but for whatever reason it didn't appear to be working. I tried combining the two to see if that would work, assuming maybe it was written that way because it depended on another change earlier in the con. Still no dice. Then I just dummied it out altogether and replaced it with yours. And that did the trick. Gave E1 a test spin and found two surprise enemies, another one in Death Row and one more in Toxic Dump. Very fascinating.
More fascinating however is that his code didn't work. I'm really curious as to why. Maybe he was aiming for something else altogether.
I will post it because I would like to dissect it.
gamevar TEMPFIX1 0 0 // Temporary variables gamevar ISDEADFIX 0 2 // Tell if the monster is dead or not ... onevent EVENT_LOADACTOR switch sprite[THISACTOR].picnum // Apply skill settings for monsters (fixes lotag 4) (all case arguments go here) ifvarvarg sprite[THISACTOR].lotag userdef[].player_skill { setvar ISDEADFIX 1 killit } break endswitch endevent
Declared variables added, and all case definitions removed so that this doesn't lengthen the page.
This post has been edited by Ninety-Six: 08 August 2024 - 01:17 AM
#12 Posted 08 August 2024 - 09:49 AM
If you are playing skill 4 nothing happens.
If you are playing skill 1,2, or 3 the enemy's lotag is greater than player_skill and the sprite is deleted. ISDEADFIX is an actor var so the sprite being deleted right after setting it to 1 keeps it from being used anywhere unless it's being checked on event_killit or something.The point seems to be giving credit for skill 4 enemies but not spawning them.
#13 Posted 08 August 2024 - 02:05 PM
lllllllllllllll, on 08 August 2024 - 09:49 AM, said:
If you are playing skill 4 nothing happens.
If you are playing skill 1,2, or 3 the enemy's lotag is greater than player_skill and the sprite is deleted. ISDEADFIX is an actor var so the sprite being deleted right after setting it to 1 keeps it from being used anywhere unless it's being checked on event_killit or something.The point seems to be giving credit for skill 4 enemies but not spawning them.
How strange... Thanks for the explanation.
#14 Posted 29 August 2024 - 06:28 AM
This post has been edited by ck3D: 29 August 2024 - 06:34 AM
#15 Posted 29 August 2024 - 08:36 AM
#16 Posted 30 August 2024 - 04:46 AM
Danukem, on 29 August 2024 - 08:36 AM, said:
If that is true then inputting DNSKILL5 or above (up to and including 9) as a cheat should work.
From the Infosuite:
Quote
This post has been edited by ck3D: 30 August 2024 - 04:47 AM