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EDuke32 Scripting  "CON coding help"

User is offline   LeoD 

  • Duke4.net topic/3513

#1051

View Postblizzart, 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

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User is offline   blizzart 

#1052

View PostLeoD, 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.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1053

You can try checking the value of ifvare LEVEL to see if it works.
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User is offline   zazo 

#1054

possible to remove this ugly progress bar on the loading screen ???
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1055

It seems it is, check out this link:

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

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User is offline   XThX2 

#1057

 blizzart, 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.
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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

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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.
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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.
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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

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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

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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.
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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"?
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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.
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#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.
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#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

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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.
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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
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User is offline   Darkus 

#1075

I wish to know how to make the monsters appear in the automap? I've seen that in some mods, but I have not found how to do it...
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User is offline   Daedolon 

  • Ancient Blood God

#1076

 Darkus, on 14 November 2012 - 11:47 AM, said:

I wish to know how to make the monsters appear in the automap? I've seen that in some mods, but I have not found how to do it...


Display them as floor aligned sprites when the map is visible.
1

User is offline   Darkus 

#1077

 Daedolon, on 14 November 2012 - 01:58 PM, said:

Display them as floor aligned sprites when the map is visible.
It does not work very well, the sprites a screwed up in map.
Anyway this is not very important, I am creating an experimental pathfinding AI, that's why I wanted to see if the monsters are moving properly in some places.

This is what what I mean: As you can see, the Pigcops are going to climb the slope to reach you.
Posted Image

As you can see, the sprites at the map are a little scrambled, but it is not too serious as long I can see them moving. Beware, they're coming.
Posted Image
1

User is online   Danukem 

  • Duke Plus Developer

#1078

Do they looked scrambled in the 32 bit modes?
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User is offline   XThX2 

#1079

 Darkus, on 15 November 2012 - 06:44 AM, said:

It does not work very well, the sprites a screwed up in map.
Anyway this is not very important, I am creating an experimental pathfinding AI, that's why I wanted to see if the monsters are moving properly in some places.

This is what what I mean: As you can see, the Pigcops are going to climb the slope to reach you.

As you can see, the sprites at the map are a little scrambled, but it is not too serious as long I can see them moving. Beware, they're coming.


You should also make them shoot the player if they can see him and if he's near the edge; otherwise it'd look stupid like "Oh let's all go climb up the slope why not, he can kill us on the way too!". I think you can just create batches of pigcops, randomly given tags and behave uniquely, those with a certain tag guard the outside and shoot the player if he's on edge while the rest climb up and meanwhile also shoot the player at given opportunity. I think this is easily doable but I've been away from CON for so long, I don't remember much.

About the sprites being scrambled, that's how they are rendered. I think it is different in polymost/polymer. If that doesn't work, you can change the way they are shown in minimap with I think tsprite or something, that should be it.

This post has been edited by XThX2: 15 November 2012 - 07:34 AM

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User is offline   Diaz 

#1080

Trying to add a sprint feature to my mod, but things aren't working as expected. The following code:

            getplayer[THISACTOR].posxv XVELZ
            mulvar XVELZ 2
            getplayer[THISACTOR].posyv YVELZ
            mulvar YVELZ 2

            setplayer[THISACTOR].posxv XVELZ
            setplayer[THISACTOR].posyv YVELZ  


obviously causes the player's speed to increase exponentially, until it's way too fast. What strikes me is that dividing the variables instead of multiplying them succesfully makes the player speed slower, without exponentially doing so :P
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