Feeling the burn
#1 Posted 10 March 2011 - 05:53 PM
Is there a quick fix that a non-coder like myself could easily add in somewhere to remove the burning property from the flame pots?
#2 Posted 10 March 2011 - 06:08 PM
#3 Posted 10 March 2011 - 06:22 PM
Search for this bit of code in GAME.CON
state burningbarrelcode fall ifcount 32 { resetcount ifp palive ifpdistl 1480 ifp phigher { addphealth -1 palfrom 16 16 ifrnd 96 sound DUKE_LONGTERM_PAIN } } ifhitweapon { sound VENT_BUST debris SCRAP1 10 ifrnd 128 spawn BURNING else spawn BURNING2 killit } ends
There are a few ways to go about this, one way is to remove the line 'addphealth -1', which should stop the firevase and firebarrel hurting the player all together, otherwise, you can lower the number in the 'ifpdistl 1480' line thus requiring the player to be closer before they feel the pain.
The way I would go about it is by adding a new line to this bit of the code;
{ resetcount ifp palive ifpdistl 1480 ifp phigher ifspritepal 0 {
That's the only way I know that it can be done, including the game.con in a .zip with your map would have that automatically used at game start if you added the .zip with the -g command when starting eduke. Keep in mind this is a cheap fix and may not work reliably, what it (ifspritepal 0) will do is have it so that any non-zero palette (Try Pal 21) will stop the actor hurting the player at all.
This post has been edited by High Treason: 10 March 2011 - 06:24 PM
#4 Posted 10 March 2011 - 06:23 PM
EDIT: oops I replied without seeing HighTreason's reply.
This post has been edited by Marked: 10 March 2011 - 06:24 PM
#5 Posted 10 March 2011 - 06:26 PM
#6 Posted 10 March 2011 - 06:41 PM
Just a slight glow on the outside ceiling that doesn't really belong. I can live with that. Thanks guys.
#7 Posted 10 March 2011 - 06:51 PM
#8 Posted 10 March 2011 - 07:21 PM
#9 Posted 10 March 2011 - 07:23 PM
DeeperThought, on Mar 10 2011, 09:51 PM, said:
Actually, I have a similar problem. How difficult is it to simply make a new no-burn actor, but still keep the illuminating effects? I'm talking about candles, they only burn you when you are very close.
#10 Posted 10 March 2011 - 07:53 PM
DeeperThought, on Mar 10 2011, 08:51 PM, said:
I was under the assumption that changing the size of the flamepot also changed the amount of light it casts. It used to be that way last I heard. So since I was moving the pot up higher I wanted to change the size of it to get the proper casting of light that I wanted. If the size and light relationship has been removed, then never mind.
This post has been edited by Marked: 10 March 2011 - 07:53 PM
#11 Posted 10 March 2011 - 09:09 PM
#12 Posted 11 March 2011 - 04:24 AM
Hank, on Mar 11 2011, 03:23 AM, said:
The code I posted above should not disable the light effects.
#13 Posted 11 March 2011 - 05:12 PM
High Treason, on Mar 11 2011, 07:24 AM, said:
Yeah, but I want to know: If I want a candle, with lighting effects and damage, can I make a new actor? Or directly: I have no clue where to code the lighting, it's seems to be in the formitable Eduke32, can it be done by cons without using an existing actor?
This post has been edited by Hank: 11 March 2011 - 05:14 PM
#14 Posted 11 March 2011 - 05:23 PM
Hank, on Mar 11 2011, 05:12 PM, said:
It can be done, but it is not straightforward. There is no real CON support for that as yet.
#15 Posted 11 March 2011 - 06:16 PM
DeeperThought, on Mar 11 2011, 08:23 PM, said:
Thanks, I'll ask more questions when the candle is done!