ife player[].heat_on NO ifl player[].heat_amount 180 ifand player[].player_par 4 { getp[].heat_amount temp add temp 1 setp[].heat_amount temp }
Mapping questions thread
#571 Posted 27 May 2021 - 12:58 PM
#572 Posted 27 May 2021 - 01:19 PM
#573 Posted 27 May 2021 - 03:16 PM
Thanks Dan. I will add that to the snippet I added to not only add the green shade but also change the visibility.
This post has been edited by Mark: 27 May 2021 - 03:19 PM
#574 Posted 27 May 2021 - 07:44 PM
displays.
With only 40 seconds of use I will either have to place probably 2 more goggles or try Dan's partial replenish code.
This post has been edited by Mark: 27 May 2021 - 07:55 PM
#575 Posted 27 May 2021 - 07:55 PM
Mark, on 27 May 2021 - 03:16 PM, said:
The brightness on affected sprites such as enemies is very strong, at least when using 8-bit sprites that respect palette changes. The world itself doesn't get much brighter unless you are using special code to make it do so. And if you are using HRP stuff, then all bets are off.
#576 Posted 28 May 2021 - 01:58 AM
Mark, on 27 May 2021 - 07:44 PM, said:
displays.
With only 40 seconds of use I will either have to place probably 2 more goggles or try Dan's partial replenish code.
You could also simply modify the HEAT_AMOUNT parameter in USER.CON, so the googles last longer Unless you want to make some kind of "checkpoint" race where players would have to collect googles on their way or go "blind".
#577 Posted 09 June 2021 - 05:12 AM
#578 Posted 09 June 2021 - 05:22 AM
jimbob, on 09 June 2021 - 05:12 AM, said:
I've seen Aleks do stuff like that, there's one particularly wild instance of the effect with that one uphill trolley ride in his latest release, Submachine (you even go through a scaffolding and destroy it, it's very cinematic). Myself I never tried anything of the sort but I'm sure you could pick it apart, or he will chime in. I think sliding doors may work? I've used those before to simulate objects sliding around which actually ended up looking just fine (at least in my context) and I know you can slope the 'door' sectors themselves but right now I'm having a brain fart and not sure about the parent sector. Just a random thought, but depending on what your contraption is, perhaps remember that you can use floor rise and ceiling fall SE's within one same sector to simulate the sector 'sinking', again not sure how exactly those are compatible with moving sectors but it's a very handy and generally underused effect, you can literally make whole rooms and floors change elevations if you implement it right.
Also remember that recently, Mapster32 introduced sloped sprites which can be used to simulate hills without the sector itself needing to be actually sloped, although I'm not sure how that would look with moving sectors in practice (clipping?).
This post has been edited by ck3D: 09 June 2021 - 05:27 AM
#579 Posted 09 June 2021 - 05:51 AM
jimbob, on 09 June 2021 - 05:12 AM, said:
The trolley in my map was done with ST30 and rotated sectors, so the train would have to go over a circle section. However, there's a couple of ways this could be implemented:
- Slide door like this, as done by Daedelon - the disadvantage here is rather slow speed (constant rate of movement that cannot be changed) and the fact that slide doors can't move sprites;
- Could be also done with two-way train combined with SE31, two-way train has a fixed rate of movement and SE31 can be easily controlled with GPSPEED to match the ratio of horizontal and vertical movement with the slope inclination, this one gives you more control and also can move sprites, but you gotta remember the following: both SE30 (2-way train) and SE31 (floor rise) sprites have to be in the same sector tagged 31 (2 way train) - the main train sector, every sprite that is going to move have to be in this same sector or have this sector as its owner (sectnum) manually changed and most important one - the combination only works with masterswitch, activator won't do it - but this should be much easier now when you can set pal 23 on masterswitch for multiuse, but I'm not sure if multiuse is compatible with SE30.
Hope this helps
#580 Posted 09 June 2021 - 07:45 AM
Aleks, on 09 June 2021 - 05:51 AM, said:
- Slide door like this, as done by Daedelon - the disadvantage here is rather slow speed (constant rate of movement that cannot be changed) and the fact that slide doors can't move sprites;
- Could be also done with two-way train combined with SE31, two-way train has a fixed rate of movement and SE31 can be easily controlled with GPSPEED to match the ratio of horizontal and vertical movement with the slope inclination, this one gives you more control and also can move sprites, but you gotta remember the following: both SE30 (2-way train) and SE31 (floor rise) sprites have to be in the same sector tagged 31 (2 way train) - the main train sector, every sprite that is going to move have to be in this same sector or have this sector as its owner (sectnum) manually changed and most important one - the combination only works with masterswitch, activator won't do it - but this should be much easier now when you can set pal 23 on masterswitch for multiuse, but I'm not sure if multiuse is compatible with SE30.
Hope this helps
i could live with a circular path, i want the player to slide downhill in a thing ( havent decided on the thing yet, could be a liferaft like indiana jones ) so circular might even look more dramatic than a straight line, its a one way ride anyway so i dont need to use a multiuse masterswitch ( never even knew this was a thing... over 25 years and i still learn new stuff )
This post has been edited by jimbob: 09 June 2021 - 07:47 AM
#581 Posted 09 June 2021 - 08:02 AM
jimbob, on 09 June 2021 - 07:45 AM, said:
That's because the multiuse masterswitches are just the most recent addition in newest EDuke32 snapshot Circular path was a bitch to make in Submachine, but you can take a look at it in Mapster and see. 2-way train with SE31 and masterswitch gives a lot more room for adjustments.
#582 Posted 09 June 2021 - 08:04 AM
This post has been edited by jimbob: 09 June 2021 - 08:04 AM
#583 Posted 15 July 2021 - 03:52 AM
#584 Posted 15 July 2021 - 05:04 AM
set up a remote sector with a reactor & seenine bottles. The seenine destroys the reactor - the reactor triggers a masterswitch
#585 Posted 15 July 2021 - 07:56 AM
You could substitute the reactor for TARGET or DUCK to avoid the potential quirks of the REACTOR sprite's behavoir. This also has the added bonus that you could technically trigger it more than once somehow, or from multiple different 'inputs'.
Remember to HITAG 1 these sprites so that they actually trigger their LOTAG when knocked over.
This post has been edited by High Treason: 15 July 2021 - 07:57 AM
#586 Posted 15 July 2021 - 02:20 PM
[edit]
works like a charm, though the target obviously needs to have its block and hitscan tags on. the effect looks really cool
This post has been edited by jimbob: 15 July 2021 - 02:28 PM
#587 Posted 16 July 2021 - 05:19 PM
1) Is there a current method in Mapster to set a destructable sprite to not react to bullets/blast radius and not be destroyed? Or even tell one instance of an actor to ignore running its code? Not super important for my current use, but it can be useful for one off decorative purposes (I'd otherwise just modify its script/setup a new tile)
2) Does modifying the STATNUM for sprites in Mapster do anything of note?
#588 Posted 17 July 2021 - 01:17 AM
quakis, on 16 July 2021 - 05:19 PM, said:
1) Is there a current method in Mapster to set a destructable sprite to not react to bullets/blast radius and not be destroyed? Or even tell one instance of an actor to ignore running its code? Not super important for my current use, but it can be useful for one off decorative purposes (I'd otherwise just modify its script/setup a new tile)
2) Does modifying the STATNUM for sprites in Mapster do anything of note?
1) Nope, the only one I know of is mirror with pal 4 that makes it indestructible (and it's super useful).
2) Just checked and don't think it does anything.
#589 Posted 17 July 2021 - 07:37 AM
also, i want the engine sound to play continuously but when using the slide door it only triggers once ( like opening a door ) but i want it to loop and follow the sectors.
third, is there a way to trigger blockable walls? i could use this so the player gets locked in the car when he uses it, and ends when he reaches his destination.
and last, could it be done using the tw way train technique? the car is pretty elaborate consisting of almost 30 sectors that dont all touch the outside sector
and finally, it doesnt transport sprites, so having a switch to operate the car gives obvious problems ( it stays behind ) while i dont need to re-trigger the car having a switch float in mid air kinda kills the effect. i could make a small wall with a switch texture i suppose, but hiding it would be hard.
#590 Posted 17 July 2021 - 08:32 AM
jimbob, on 17 July 2021 - 07:37 AM, said:
also, i want the engine sound to play continuously but when using the slide door it only triggers once ( like opening a door ) but i want it to loop and follow the sectors.
third, is there a way to trigger blockable walls? i could use this so the player gets locked in the car when he uses it, and ends when he reaches his destination.
and last, could it be done using the tw way train technique? the car is pretty elaborate consisting of almost 30 sectors that dont all touch the outside sector
and finally, it doesnt transport sprites, so having a switch to operate the car gives obvious problems ( it stays behind ) while i dont need to re-trigger the car having a switch float in mid air kinda kills the effect. i could make a small wall with a switch texture i suppose, but hiding it would be hard.
Yeah, there's no need to set speed for slide doors. I think you would definitely do better with 2 way train (which goes way faster of course, but I suppose more resembles an actual car - and most importantly, it does transport sprites.
As for sound, you would need some hack for it - but considering it's a mod, you could just either make a car sound long enough for the whole driving time, or set repeat flag in user.con, so the sound would repeat indefinitely.
For blocking the player in, again your best bet would probably be to just spawn some custom sprites around the player - that have their cstat coded in con to be wall-aligned, blocked and invisible.
For 2 way train you gotta remember the same basics like you done with drawing here, so that the main sector (that has the train SE) touches every vertice that gets transported along with the car. You could check how I'd done that at the beginning of Mutant Mayhem in my Back in Business episode (shameless self promotion)
#591 Posted 19 July 2021 - 11:59 AM
This post has been edited by ck3D: 19 July 2021 - 12:00 PM
#592 Posted 19 July 2021 - 12:58 PM
[edit] nevermind, im an idiot. i probably copied a sprite with some high and lo-tags, and as such the difficulty was set to a rediculous amount like 3096 or something. he should spawn now.
and he did.
anyway, i tried back in business, great fun some neat effects in there aswell!
This post has been edited by jimbob: 19 July 2021 - 01:04 PM
#594 Posted 24 July 2021 - 12:35 PM
jimbob, on 24 July 2021 - 10:41 AM, said:
The same as you would slope a sector, so [ and ] keys - but it only works on floor-aligned sprites.
#595 Posted 25 July 2021 - 03:08 AM
#596 Posted 25 July 2021 - 04:09 AM
jimbob, on 25 July 2021 - 03:08 AM, said:
Yeah it's unfortunately only limited to rotating the sprite around what would be the horizontal axis (also there's no "first wall", as both the top and bottom will change vertical positions, only the axis will stay in place).
#597 Posted 25 July 2021 - 04:48 AM
#598 Posted 25 July 2021 - 05:03 AM
jimbob, on 25 July 2021 - 04:48 AM, said:
Yeah since you're using custom art anyway, this seems like a good idea. Also since you can't rotate the sprites like you can with textures now, having some sprites for trimming (e.g. horizontal and vertical bars) in both X and Y directions may come useful. BTW, another thing you might want to do with custom art is create some triangular sprites in case you'll need to "close" the sides of a sloped spritework (like wedges).