
EDuke32 Scripting "CON coding help"
#1037 Posted 29 October 2012 - 09:51 AM
#1038 Posted 29 October 2012 - 12:29 PM
I tried to search on this forum and found some things, but they don't seem to work.
I don't know if that's me who doing something wrong, or it's a bug...
#1039 Posted 29 October 2012 - 01:22 PM
Mblackwell, on 29 October 2012 - 06:39 AM, said:
This is a hack I released as part of the "materials" code (which scanned sectors/walls and allowed you to mess with certain textures or spawn things). Except for odd shaped sectors that should be pretty close.
Much appreciated, I'll give this a try tommorow morning!
#1040 Posted 30 October 2012 - 02:40 AM
Is there a way to disable "visibility-flashing" effect in sectors with specified palette? I might be using 8-bit fog effects, and the fog withdraws/lessen when you shoot or when explosions go off, and it looks ridiculous!
I could just disable the flashing bit in all weapons, and do a manual check of current weapons kickback_pic and what palette is the player's current sector(And, when conditions are met, just use the FLASH command), but the explosions (actor EXPLOSION2) have hardcoded flashing behavior - I'd rather save the fuss of replacing it with a new actor (especially since it's spawned by some hardcoded ones like SEENINE/C9 etc.)
Also - how to make a Mapster32 script which would change the shade and palette of ALL sectors, walls and sprites to specific values? I'd like to have a global fog in the map and that sure would ease/speed things up. One that globally edits parallax ceilings and floors (tile #, shade and pal) would be very handy too. Mapster scripts are a totally new feature to me and I don't know where to start

#1041 Posted 30 October 2012 - 02:58 AM

You could also select the whole map, then press - or + until everything has min/max shade; then use + or - again to have everything shaded equally from there. I haven't tested this, though.
This post has been edited by Diaz: 30 October 2012 - 03:00 AM
#1042 Posted 30 October 2012 - 03:47 AM
#1043 Posted 30 October 2012 - 03:54 AM
#1044 Posted 30 October 2012 - 04:26 AM
#1045 Posted 30 October 2012 - 04:31 AM
There is a global shade divide function in the special functions menu but I don't know how useful that is. If there isn't a key combination for this, there really should be one made. IMO the ' + s should be made to work on all highlighted sectors since I'll bet it does the same thing regardless of whether or not anything is highlighted.
#1046 Posted 30 October 2012 - 04:34 AM
#1047 Posted 30 October 2012 - 08:39 AM
#1048 Posted 30 October 2012 - 10:22 AM

Some help:
http://wiki.eduke32....efineprojectile
http://wiki.eduke32....FLAG_RPG_IMPACT
#1049 Posted 30 October 2012 - 10:56 AM
Cage, on 30 October 2012 - 10:22 AM, said:

Some help:
http://wiki.eduke32....efineprojectile
http://wiki.eduke32....FLAG_RPG_IMPACT
PROJ_WORKSLIKE 32770
#1050 Posted 01 November 2012 - 04:23 AM
I´ve just tried to use this example of code from EDuke Wiki in my mod: http://wiki.eduke32....reen_Background
But everytime I try to run the game I get several errors depending on that code. I´ve attached the log file, the GAME.CON (the new code is at the bottom of the file) and the EDUKE.CON (using Darkus` Flashlight code and the Hub map code by Trooper Dan, which I commented out for testing).

Number of downloads: 758

Number of downloads: 787

Number of downloads: 852
#1051 Posted 01 November 2012 - 05:50 AM
blizzart, on 01 November 2012 - 04:23 AM, said:
I´ve just tried to use this example of code from EDuke Wiki in my mod: http://wiki.eduke32....reen_Background
But everytime I try to run the game I get several errors depending on that code.
This post has been edited by LeoD: 01 November 2012 - 05:51 AM
#1052 Posted 01 November 2012 - 02:16 PM
LeoD, on 01 November 2012 - 05:50 AM, said:
Thanks LeoD,
I totally missed that I had to delete the quotes.
But I have two additional questions to this code:
Is it possible to give different maps in an episode different loading screens, too?
And can I change the loading bar? I want to use another tile for it and maybe get rid of that xxxx of xxxx textures quote.
#1053 Posted 01 November 2012 - 02:38 PM
#1054 Posted 03 November 2012 - 02:27 PM
#1055 Posted 03 November 2012 - 02:42 PM
#1056 Posted 04 November 2012 - 04:29 AM
Is ist necessary to name gamevars TEMP or can I replace that with whatever I want (I´m just going through the Tutorial/Examole section on the wiki)?
Here is what I mean:
gamevar TEMP 0 0
and what I want to do
gamevar WHATIWANT 0 0
#1057 Posted 04 November 2012 - 04:33 AM
blizzart, on 04 November 2012 - 04:29 AM, said:
Is ist necessary to name gamevars TEMP or can I replace that with whatever I want (I´m just going through the Tutorial/Examole section on the wiki)?
Here is what I mean:
gamevar TEMP 0 0
and what I want to do
gamevar WHATIWANT 0 0
You can and you SHOULD. Name them to whatever you want, they just hold the value you want. Preferably, name them to something easy to remember/distinguish.
#1058 Posted 04 November 2012 - 04:54 PM
However I've heard that con is very similar to C or something that, which is apparently very different to the two languages I mentioned above. I looked up the con guide on the wiki and while I can make a bit of sense out of it at a quick glance, it seems to assume that we already know some stuff such as where to put what code and how to get it to loop or whatever.
Basically, given what I know so far, what's the next step to getting a grasp of con, should I read up on a C guide for beginners to become more familiar with the syntax and structure?
This post has been edited by Micky C: 04 November 2012 - 04:54 PM
#1059 Posted 04 November 2012 - 07:15 PM
This post has been edited by EmericaSkater: 04 November 2012 - 07:16 PM
#1060 Posted 04 November 2012 - 07:52 PM
#1061 Posted 05 November 2012 - 01:11 PM
#1062 Posted 05 November 2012 - 01:40 PM
#1063 Posted 05 November 2012 - 07:43 PM
Reaper_Man, on 05 November 2012 - 01:11 PM, said:
NOPE.AVI
#1065 Posted 05 November 2012 - 08:57 PM
Mblackwell, on 05 November 2012 - 08:35 PM, said:
I would hope that it was obviously sarcasm to begin with. It would be akin to telling someone they're wrong for not liking pizza.
They're insane, but it's all a matter of taste, and or opinion.
Not that i'm saying Reaper Man is insane. Or that he hates pizza.
#1066 Posted 06 November 2012 - 02:34 AM

If not a Duke3D mod, just a TC or totally different FPS game with eduke32 and Build...hmm, whatever.

But, really, when a lot of modern FPSs are overusing the Regenerating Health/CoD:MW style health system, I feel this one is just bad idea on FPS games, but maybe someone seems health pack/pickup system is bad idea too. Just pointless to argue about this...

This post has been edited by Player Lin: 06 November 2012 - 02:40 AM