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Console command to remove monsters in Eduke32?

#1

Hey,

I was just wondering if there's an in-game console command that would remove the monsters from the map, I know about dnmonsters obviously, but that only removes them as they come into your line-of-sight.

thanks!

This post has been edited by Romeosierra616: 08 March 2011 - 02:18 PM

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#2

heh, I was too quick on the draw.

http://wiki.eduke32....onsole_commands

I'm going to guess no. But why do you want to do this? Is it something that can't be accomplished by just going into god-mode and ignoring them?

This post has been edited by wayskobfssae: 08 March 2011 - 04:47 PM

0

User is offline   Stabs 

#3

I would like this too for map testing, sometimes you just wanna test SE effects without 10 angry aliens shooting at you

Id love a command like this as a quick bind
0

User is offline   Danukem 

  • Duke Plus Developer

#4

Just start eduke with -m in the command line. It's been there forever.

http://wiki.eduke32....nd_line_options
0

User is offline   Stabs 

#5

yeh but i need 2 .bat files then

can "dnmonsters" be made into a bind?
0

#6

View PostDanM, on Mar 8 2011, 09:31 PM, said:

yeh but i need 2 .bat files then

can "dnmonsters" be made into a bind?


You can do it with a keyboard macro.

It's also possible to easily rebind the cheat to just three keystrokes.

http://wiki.eduke32.com/wiki/Cheatkeys

http://wiki.eduke32....iki/Definecheat
0

User is offline   Stabs 

#7

Cheers i think i will just make it DNN

definecheat 13 N

iam guessing thats how it works
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#8

Why do you need 2 batch files? If you're in development, make the batch file have the option to add command line parameters.

@echo off
cls
echo.Starting whatever...
set /p COMMIE=Type any command line parameters or hit Return-
EDUKE32 -gWhatever.zip %COMMIE%


That way, you can hit Return when you open the batch file to run as normal... Or, you can type -m and then hit Return, editing it out when you have finished development. I think some of the stuff I have released has this kind of thing commented out in it's .bat files.
0

User is offline   Stabs 

#9

cheers that may have to do, my DNN cheat wont work, i added it to my .con but no dice
0

#10

So should I assume that the answer to my question is no lol?
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#11

You know that animating signature is really annoying and not even allowed.
0

User is offline   LeoD 

  • Duke4.net topic/3513

#12

View PostThe Commander, on Mar 12 2011, 09:27 PM, said:

You know that animating signature is really annoying and not even allowed.

At least it wastes less space on my screen than yours. :P
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#13

I have two lines on mine?
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#14

No you don't?
0

User is offline   LeoD 

  • Duke4.net topic/3513

#15

View PostThe Commander, on Mar 13 2011, 01:22 AM, said:

I have two lines on mine?

Your signature image is twice as high.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#16

Oh I see, it still has that Steam thing in my signature.
It stopped showing up for me sometime ago, I should fix that.
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User is offline   VinsaneOne 

#17

View PostDanM, on Mar 8 2011, 10:21 PM, said:

I would like this too for map testing, sometimes you just wanna test SE effects without 10 angry aliens shooting at you

Id love a command like this as a quick bind
As DT says but create a shortcut to the eduke exe file then edit the command line with -m.
Or
Use Yang, start a single player game, a window opens with options, choose 'no monsters' in skill level. Play away!

Attached Image: SP_in_Yang.JPG

This post has been edited by VinsaneOne: 18 March 2011 - 07:48 PM

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#18

I just noticed there's a gamevar for this too.

http://wiki.eduke32....ki/MONSTERS_OFF
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#19

View PostThe Commander, on 12 March 2011 - 12:27 PM, said:

You know that animating signature is really annoying and not even allowed.


You have any way to back up that statement?
If you can maybe link to where it states that it's not allowed, I looked and I see no mention of it "Not being allowed".

If you can LINK, I have no problem removing it ;)
-1

User is offline   TerminX 

  • el fundador

  #20

It was explicitly stated as not being allowed in an announcement displayed at the top of every forum index on the last version of the forum.
1

#21

View PostTX, on 31 March 2011 - 02:18 PM, said:

It was explicitly stated as not being allowed in an announcement displayed at the top of every forum index on the last version of the forum.


It's allowed, as long as its tasteful. They just don't want obnoxious flashing terrors like pop-ups that inform you that you're the 10-millionth shopper. And I got a real kick out of the little bug. I did a double take the first time I saw it because I thought there was actually something crawling on my screen.

It needs to be updated now though because the new skin reveals the ugly white silhouette around it.

And considering its not there anymore, nor is it on the forum guidelines link... ehh... ;)

This post has been edited by wayskobfssae: 31 March 2011 - 02:48 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#22

Here's what it said:

Quote

Please don't use images in signatures. We would have them disabled, but unfortunately turning them off means disabling BB code in signatures altogether unless we start installing a bunch of modifications to the forum code. So, don't do it. They're ugly and nobody wants to see threads cluttered up with the same repetitious crap.

However, if you have some kind of mental disorder and feel you absolutely MUST have an image in your sig, keep them smaller than 32 pixels high.

Thanks!

Also, a quick note about animated avatars --

Don't use them, or I'll run you over with a van. It's not that you absolutely can't have them, but someone WILL kick your ass if you think it's funny to use some completely obnoxious animated piece of crap.

Thanks again!


Obviously the animated avatar section applies to signature as well, so this signature manages to contradict everything from that policy. In general limiting your signature to one or a few lines of text is the right thing to do if you really feel like having one.
1

#23

Sooooooo would that mean the answer to my ORIGINAL QUESTION is no?

the question in the title of the post?

This post has been edited by Romeosierra616: 02 April 2011 - 06:01 PM

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User is offline   neoacix 

#24

Im also interessted in a solution for this problem, since im mapping, but nothing works.

eduke32.exe -m ... does nothing
definecheat ... eduke32 does not know this command or cvar... tried in game console....
keyboard macros via autohotkey won't work...
monsters = 1 in the config... has no effect...

So im quite desperate...

Is there no solution for this other than typing dnmonsters ingame???
0

User is offline   neoacix 

#25

Found a workaround...

I've installed Microsoft IntelliKey for my keyboard, which is a macro software for the specialbuttons on my ComfortCurve2000 keyboard.
But I think it will work with AutoHotkey either...

Keyboard macros for cheats should have a duration of 50ms for pressing keys (keep them pressed) and 50ms of sleep between them to work ingame.
If the timings are not correct, they won't work.

I now have dnmonsters, dncornholio and dnstuff as macros on my keyboard, which is quite nice for mapping. :P

This post has been edited by dpax: 01 October 2013 - 05:09 PM

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User is offline   Helixhorned 

  • EDuke32 Developer

#26

View PostDanM, on 08 March 2011 - 06:21 PM, said:

I would like this too for map testing, sometimes you just wanna test SE effects without 10 angry aliens shooting at you

The Mapster32 variable testplay_addparam (for "additional [command-line] parameters") can hold any string and will insert it to the full EDuke32 command line when launching play testing.
0

User is offline   neoacix 

#27

Thanks for your advice Helixhorned!

But now I'm realy happy with my specialkeys!
Switching monsters on and off when you want by pressing only one key is realy nice.
0

User is offline   neoacix 

#28

And something further...

Play testing function keeps on crashing for me a lot.
Eduke justs crashes when I tested the map in a wide area.
But because I'm using polymer + HRP + Dukeplus and this function is quite not necessary anymore for me... I don't wanted to make an extra bug thread for this.
I just want to mention it here.
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#29

Probably because DP runs lots of custom code and you removing the enemies fucks it all up.
0

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