Duke4.net Forums: EDuke32 Scripting - Duke4.net Forums

Jump to content

  • 124 Pages +
  • « First
  • 34
  • 35
  • 36
  • 37
  • 38
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

EDuke32 Scripting  "CON coding help"

User is offline   Micky C 

  • Honored Donor

#1045

Hmm you're right...

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.
0

User is offline   Diaz 

#1046

Perhaps. Anyways, what I said above works. Just highlight everything, press - several times until everything is pitch black, then adjust from there.
0

User is offline   zazo 

#1047

I would like to create a projectile that works like a rpg and hitting the enemy as a arrow, not a hitradius style: what is the PROJ_WORKSLIKE value ??
0

User is offline   Cage 

#1048

Set the projectile's hitradius to zero and the workslike value should contain RPG flag ( 2 ) and RPG_IMPACT flag (32768), others to taste :D

Some help:
http://wiki.eduke32....efineprojectile
http://wiki.eduke32....FLAG_RPG_IMPACT
0

User is offline   zazo 

#1049

View PostCage, on 30 October 2012 - 10:22 AM, said:

Set the projectile's hitradius to zero and the workslike value should contain RPG flag ( 2 ) and RPG_IMPACT flag (32768), others to taste :D

Some help:
http://wiki.eduke32....efineprojectile
http://wiki.eduke32....FLAG_RPG_IMPACT


PROJ_WORKSLIKE 32770
0

User is offline   blizzart 

#1050

Hi,
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).

Attached File  eduke32.log (928bytes)
Number of downloads: 757
Attached File  EDUKE.CON (7.25K)
Number of downloads: 786
Attached File  GAME.CON (147.71K)
Number of downloads: 851
0

User is offline   LeoD 

  • Duke4.net topic/3513

#1051

 blizzart, on 01 November 2012 - 04:23 AM, said:

Hi,
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.
Remove the quotes from 3281.

This post has been edited by LeoD: 01 November 2012 - 05:51 AM

0

User is offline   blizzart 

#1052

 LeoD, on 01 November 2012 - 05:50 AM, said:

Remove the quotes from 3281.


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.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1053

You can try checking the value of ifvare LEVEL to see if it works.
0

User is offline   zazo 

#1054

possible to remove this ugly progress bar on the loading screen ???
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1055

It seems it is, check out this link:

http://wiki.eduke32....ENT_GETLOADTILE
0

User is offline   blizzart 

#1056

I´m getting more into coding by reading more and more over the last days, but I have a question:

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

0

User is offline   XThX2 

#1057

View Postblizzart, on 04 November 2012 - 04:29 AM, said:

I´m getting more into coding by reading more and more over the last days, but I have a question:

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.
0

User is offline   Micky C 

  • Honored Donor

#1058

I mentioned this about 6 months ago but I want to learn how to do con code (and by extension, mapster script), and back then I had absolutely no idea how code worked, except DEF files. Since then, I've taken a type of intro to programming course which mostly focused on Fortran, with a week of VBA, which was similar, and I've done very well in that course which is a good sign (good maths skills + good general language skills helped a lot).

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

0

User is offline   CruX 

#1059

^^ Just jump into it. I learned what I know by just messing around and I've got absolutely no knowledge of programming (and computers in general). Start out with simpler stuff like display code, and move up from there.

This post has been edited by EmericaSkater: 04 November 2012 - 07:16 PM

1

User is offline   Micky C 

  • Honored Donor

#1060

Hehe, I've already made it so that the player's health is set to 50 and it quickly regenerates whenever he takes damage. Ultimately I plan to make a little "what if Duke was done today" mod which will parody DNF's gameplay, but there's a lot of stuff to figure out between now and then.. luckily I have some big holidays in about 2 weeks.
0

User is online   Reaper_Man 

  • Once and Future King

#1061

Regenerating health is awesome because hunting for health packs (or, worse, picking them up when you're barely missing health) fucking sucks.
0

User is offline   Mblackwell 

  • Evil Overlord

#1062

That's why I prefer inventory based health packs/medkits. A good compromise though is thresholds of health.
1

User is offline   OpenMaw 

  • Judge Mental

#1063

 Reaper_Man, on 05 November 2012 - 01:11 PM, said:

Regenerating health is awesome because hunting for health packs (or, worse, picking them up when you're barely missing health) fucking sucks.


NOPE.AVI




1

User is offline   Mblackwell 

  • Evil Overlord

#1064

You definitely won that debate.

Spoiler

1

User is offline   OpenMaw 

  • Judge Mental

#1065

 Mblackwell, on 05 November 2012 - 08:35 PM, said:

You definitely won that debate.

Spoiler



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.

Spoiler

0

User is offline   Player Lin 

#1066

If it's a Duke3D/Duke Nukem theme mod then Regenerating Health system just sucks ass, you know why... :P

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

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

0

User is online   Reaper_Man 

  • Once and Future King

#1067

I think the way that 40k Space Marine handled "regenerating" health was particularly great. They got rid of the chore of hunting for health items without making you essentially invulnerable.

 Mblackwell, on 05 November 2012 - 01:40 PM, said:

That's why I prefer inventory based health packs/medkits. A good compromise though is thresholds of health.

Yeah or this. I don't see many games doing it though.
0

User is offline   Mblackwell 

  • Evil Overlord

#1068

The only games I can think of off of the top of my head (besides something like Deus Ex/Fallout) are the FEAR series and Bioshock. I'm sure there are others though.

I've never played 40k Space Marine... how does it handle it? Does it do "no regeneration during encounters"?
0

User is offline   Micky C 

  • Honored Donor

#1069

Max Payne's health works by picking up bottles of pills that you can use at any time to restore some health.
0

#1070

I think the modern regeneration system as seen in DNF and COD series it's a bit idiot... i suggest a slow regeneration ala Borderlands, which is the right key between combat and "calm", to avoid hunt for medpacks in the level.
I prefer medkits stored in the inventory, i think it's the most realistic thing but it needs the right balance. A slow regeneration could mean a portable regeneration system, an auto-repair feature or whatever you want.

However i think that the right method to recover health depends on the game, for example if it has an arcade/classic gameplay or its more realistic.
0

#1071

Survival Horror games often rely solely on inventory items and, on rare occasions, certain interactions with the environment, it can be fun when there's a limited number in the game, makes it harder. While I like this system, moving it to an FPS game would probably only work if the game was nonlinear and encouraged you to explore, otherwise it makes the system seem like a chore.

I feel Duke3D's system was fine, but I do like the hybrid system in F.E.A.R whereby it regenerates to 25% slowly, but beyond that, you need to find First Aid Kits. Unfortunately the game isn't the best possible implementation of such a system in my opinion, but it has potential, I could, for example, see it working in a Duke Nukem game.

This post has been edited by High Treason: 09 November 2012 - 02:03 AM

0

User is offline   Daedolon 

  • Ancient Blood God

#1072

Health regeneration always takes you out of the game experience as you will have to wait before you can interact with the aspects of combat or exploration as you're vulnerable and you know that's the only thing you can do at the given time.

Health packs are great, especially for nonlinear games, as you can always flee from the combat zone and partake in exploration based gameplay as you hunt for more health. It also gives the game a more tactical aspect as you profit from learning the item placement in areas you previously visited.
0

User is offline   Kyanos 

#1073

Remember in link to the past catching fairies with the bug net. One of the most unique health systems, yet simple and suited to the game.
1

User is offline   wesley025 

#1074

I want to load my episode and it already shows the name of the episode in the and the first level but after that, it starts the L.A hollywood episode and starts with Hollywood Hollocaust.

Any help with this
0

Share this topic:


  • 124 Pages +
  • « First
  • 34
  • 35
  • 36
  • 37
  • 38
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options