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EDuke32 Scripting "CON coding help"
#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
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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:
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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).
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Number of downloads: 757
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Number of downloads: 786
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Number of downloads: 851
#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
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If not a Duke3D mod, just a TC or totally different FPS game with eduke32 and Build...hmm, whatever.
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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...
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This post has been edited by Player Lin: 06 November 2012 - 02:40 AM
#1067 Posted 08 November 2012 - 02:57 PM
Mblackwell, on 05 November 2012 - 01:40 PM, said:
Yeah or this. I don't see many games doing it though.
#1068 Posted 08 November 2012 - 06:15 PM
I've never played 40k Space Marine... how does it handle it? Does it do "no regeneration during encounters"?
#1069 Posted 08 November 2012 - 06:27 PM
#1070 Posted 09 November 2012 - 01:43 AM
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.
#1071 Posted 09 November 2012 - 01:53 AM
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
#1072 Posted 10 November 2012 - 05:19 AM
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.
#1073 Posted 10 November 2012 - 01:54 PM
#1074 Posted 12 November 2012 - 04:46 AM
Any help with this