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

Jump to content

  • 119 Pages +
  • « First
  • 36
  • 37
  • 38
  • 39
  • 40
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

EDuke32 Scripting  "CON coding help"

#1111

I think it's impossible right now, duke ever got this (unwanted) feature... i think...
0

User is offline   zazo 

#1112

 RichardStorm, on 13 January 2013 - 04:32 PM, said:

I think it's impossible right now, duke ever got this (unwanted) feature... i think...

annoying problem with mapster editor: how to get out of the window MAPSTER, or minimize it to switch to other applications such as text editor or image editor ?
it is very difficult to get out of the maspter window by pressing the windows key ...
and it crash ofen at closing
0

#1113

Press the ~ key (typically below ESC, occasionally next to the Return key with a # on it) and the console comes down, then move the mouse out of the window, you may have to click to make the pointer appear. When you're done, click back on Mapster32 and press ESC to make the console go away.

Mapster has crashed at exit for a couple of years now for me, I think I did report it, but I expect the devs were busy and I never cared that much as it only does it when it's already seemingly exited.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #1114

 High Treason, on 14 January 2013 - 07:06 AM, said:

Mapster has crashed at exit for a couple of years now for me, I think I did report it, but I expect the devs were busy and I never cared that much as it only does it when it's already seemingly exited.

Does removing/renaming nedmalloc.dll fix it?
0

User is offline   zazo 

#1115

mapster works without this dll
apparently there is no crash this time in my side

a list of commands for the mapster console ??
what was so special about using the console?
0

User is offline   Mark 

#1116

 Hendricks266, on 14 January 2013 - 10:49 AM, said:

Does removing/renaming nedmalloc.dll fix it?

yes
0

User is offline   zazo 

#1117

 Mark., on 15 January 2013 - 03:59 PM, said:

yes

how to make a no shade frame in an animation, in order to create a flash effect when the monster shot the player ?
0

User is offline   Mblackwell 

  • Evil Overlord

#1118

Are you talking about this?
http://wiki.eduke32.com/wiki/Flash
0

User is offline   zazo 

#1119

 Mblackwell, on 16 January 2013 - 05:50 AM, said:

Are you talking about this?
http://wiki.eduke32.com/wiki/Flash

not for the entire level but for a sprite only, on a specific frame,
0

User is offline   Kyanos 

#1120

Try def code. Spritenoshade

Edit. I meant defs.con not def code

This post has been edited by Drek: 16 January 2013 - 06:16 PM

0

User is offline   zazo 

#1121

in duke plus, there is an cool effect of slipping on the wet ground, made ​​with the sprite 504 (glass2). I try to find the code in the dukeplsu cons but I can not.
if you have this code somewhere...
0

User is online   Danukem 

  • Duke Plus Developer

#1122

 zazo, on 16 January 2013 - 03:20 PM, said:

in duke plus, there is an cool effect of slipping on the wet ground, made ​​with the sprite 504 (glass2). I try to find the code in the dukeplsu cons but I can not.
if you have this code somewhere...


The guts of the code for that is in "state slipperycode" in PLAYERPLUS.CON
0

#1123

When does modifying htextra have an effect? I'm trying to make damage decrease with distance, using some old locational damage code as a guide. The code's messy as I'm quite rusty and have mashed together multiple fragments. The log gets a lot of -1s (or were they 0s? I've changed lots of things back and forth) and enemies die about as quickly as usual. I've tried dividing previously, it subtracts now but nothing seems to work.
gamevar that_actor 0 0
gamevar distance 0 0
gamevar tilenum 0 0

gamevar temp 0 0
gamevar temp2 0 0

gamevar xpos 0 0
gamevar ypos 0 0
gamevar zpos 0 0
gamevar xpos2 0 0
gamevar ypos2 0 0
gamevar zpos2 0 0
gamevar angle 0 0
gamevar angle2 0 0
gamevar sectorvar 0 0
gamevar sectorvar2 0 0
gamevar thatactor 0 0
gamevar wallvar 0 0

gamevar shotrange 0 1

state squarethreedistance // (xpos, ypos, zpos, xpos2, ypos2, zpos2) returns square of distance in temp
    subvarvar xpos xpos2
    subvarvar ypos ypos2
    subvarvar zpos zpos2
    divvar zpos 16 //16384z = 1024xy
    mulvarvar xpos xpos
    mulvarvar ypos ypos
    mulvarvar zpos zpos
    addvarvar xpos ypos
    addvarvar xpos zpos
    setvarvar temp xpos
ends

state threedistance
    state squarethreedistance
    sqrt temp temp
ends

onevent EVENT_GAME
    ifactor APLAYER {
        getplayer[THISACTOR].posx xpos
        getplayer[THISACTOR].posy ypos
        getplayer[THISACTOR].posz zpos
        getplayer[THISACTOR].ang angle
        getplayer[THISACTOR].cursectnum sectorvar
        getplayer[THISACTOR].horiz angle2
        subvar angle2 100
        mulvar angle2 -2048
        cos temp angle
        sin temp2 angle
        hitscan xpos ypos zpos sectorvar temp temp2 angle2 sectorvar2 wallvar thatactor xpos2 ypos2 zpos2 0xFFFF0030
        state threedistance
        setvarvar shotrange temp
    }
endevent

onevent EVENT_GAME
    ifactor SHOTSPARK1 {
        getactor[THISACTOR].htg_t 8 that_actor ifvarn that_actor -1 {
            /*getactor[that_actor].picnum tilenum
            switch tilenum
                case LIZTROOPONTOILET:
                case LIZTROOPSTAYPUT:
                case LIZTROOPSHOOT:
                case LIZTROOPJETPACK:
                case LIZTROOPDUCKING:
                case LIZTROOPRUNNING:
                case LIZTROOP:
                //case OCTABRAIN:
                //case OCTABRAINSTAYPUT:
                case COMMANDER:
                case COMMANDERSTAYPUT:
                //case EGG:
                case PIGCOP:
                case PIGCOPSTAYPUT:
                case PIGCOPDIVE:
                case LIZMAN:
                case LIZMANSTAYPUT:
                case LIZMANSPITTING:
                case LIZMANFEEDING:
                case LIZMANJUMP:
                //case GREENSLIME:
                //case ROTATEGUN:
                case NEWBEAST:
                //case APLAYER:
                    setvar temp 1
                    break
                default:
                    setvar temp 0
                    break
            endswitch
            ifvare temp 1 {*/
                dist distance THISACTOR that_actor
                /*ifvare distance 30 { 
                    //state blood_sprinkle
                } else ifvarl distance 320 { // legshot
                    //state blood_sprinkle
                    getactor[that_actor].htextra temp
                    subvar temp 3
                    setactor[that_actor].htextra temp
                } else ifvarl distance 520 { 
                    //state blood_sprinkle
                } else */ifvarl distance 768 ifspawnedby APLAYER ifrnd 64 { // headshot
                    // bloody mess
                    //state blood_sprinkle
                    //state random_wall_jibs
                    //soundonce SQUISHED
                    // damage calc
                    getactor[THISACTOR].owner temp
                    setactor[that_actor].htowner temp

                    getactor[THISACTOR].yvel temp
                    setactor[that_actor].htpicnum temp
                    
                    getactor[that_actor].htextra temp2
                    /*ifvare temp SHOTGUN {
                        addvarvar temp2 10
                    } else {
                        addvarvar temp2 60
                    }*/
                    //mulvar temp2 4
                    subvarvar temp2 shotrange
                    ifvarvarl temp2 0
                        setvar temp2 -1
                    setactor[that_actor].htextra temp2
                    addlogvar temp2
                }
            /*}*/
        }
    }
endevent

0

User is online   Danukem 

  • Duke Plus Developer

#1124

 Dr. Kylstein, on 20 January 2013 - 02:01 PM, said:

When does modifying htextra have an effect?


I am literally just answering this question and not reading your code (to save myself time).

In general, htextra is processed by the actor in its code with the ifhitweapon command. EVENT_GAME occurs after the actor code has been processed, so htextra will have been reset by then and manipulating it will not have the desired effect.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #1125

EVENT_PREGAME might come to the rescue.
0

#1126

 Trooper Dan, on 22 January 2013 - 03:23 PM, said:

I am literally just answering this question and not reading your code (to save myself time).

Totally understandable. I probably should have removed the commented out part.

 Trooper Dan, on 22 January 2013 - 03:23 PM, said:

In general, htextra is processed by the actor in its code with the ifhitweapon command. EVENT_GAME occurs after the actor code has been processed, so htextra will have been reset by then and manipulating it will not have the desired effect.

That does fit my observations. I think perhaps I misinterpreted the locational damage code and that adding to the htextra was done in the off chance that some other damage was stored there rather than the original bullet. Is there any other way to alter the damage for one hitscan shot?
0

User is offline   zazo 

#1127

little question: a way to spawn blue, red and yellow accesscards ? the command spawn ACCESSCARD spawns only the blue card ...
Another thing: the command endofgame ends the episode, but is a command to finish the level and access the next level ?
0

User is offline   Kyanos 

#1128

After spawning try
Setactor[return].pal

About ending the current level. I'm pretty sure it can be done, but I've never done it so I can't help. Did you look through the eduke wiki commands list?
0

#1129

I don't know of one, but you could use startlevel. I can provide you with an example actor code to do this (so you can change the level number in the editor) if you need one.
0

User is offline   zazo 

#1130

View PostDrek, on 24 January 2013 - 08:21 AM, said:

After spawning try
Setactor[return].pal

About ending the current level. I'm pretty sure it can be done, but I've never done it so I can't help. Did you look through the eduke wiki commands list?


the command startlevel works well, but my probleme is to jump to the next level in the current episode... is a command to detect the number of the current level and add 1 to it in the startlevel ... im very bad, i dont find this in the wiki
0

User is offline   zazo 

#1131

View Postzazo, on 24 January 2013 - 08:36 AM, said:

the command startlevel works well, but my probleme is to jump to the next level in the current episode... is a command to detect the number of the current level and add 1 to it in the startlevel ... im very bad, i dont find this in the wiki


I found myself:

gamevar currentlevel 0 1
gamevar currentvolume 0 1

setvarvar currentlevel LEVEL
setvarvar currentvolume VOLUME
addvar currentlevel 1
startlevel currentlevel currentvolume
0

User is offline   Hendricks266 

  • Weaponized Autism

  #1132

View Postzazo, on 24 January 2013 - 06:18 AM, said:

little question: a way to spawn blue, red and yellow accesscards ? the command spawn ACCESSCARD spawns only the blue card ...

// blue
spawn ACCESSCARD

// red
espawn ACCESSCARD
setactor[RETURN].pal 21

// yellow
espawn ACCESSCARD
setactor[RETURN].pal 23

0

User is offline   zazo 

#1133

View PostHendricks266, on 24 January 2013 - 10:00 AM, said:

// blue
spawn ACCESSCARD

// red
espawn ACCESSCARD
setactor[RETURN].pal 21

// yellow
espawn ACCESSCARD
setactor[RETURN].pal 23


thanks !

Arg ! eduke crash with the message "too many sprite spawned" !!
a way to avoid this by the code??
0

User is offline   Hendricks266 

  • Weaponized Autism

  #1134

Post the complete context of the code you are using. It is likely the code is continuously running, spawning the cards over and over. A structure change is required to fix it.
0

User is offline   zazo 

#1135

is there a version of editart that allows you to edit tiles numbers after 14: tiles022.art, tiles030.art, tiles050.art ... and next
0

User is offline   Alan 

  • Hellspawn

#1136

Yeah, you have to get the version with Atomic Edition to go up to 20 I believe, and to go beyond that you need the version bundled with EDuke 2.1 IIRC.
0

User is offline   zazo 

#1137

View PostAlan, on 05 February 2013 - 05:16 AM, said:

Yeah, you have to get the version with Atomic Edition to go up to 20 I believe, and to go beyond that you need the version bundled with EDuke 2.1 IIRC.

i owned
0

User is offline   zazo 

#1138

View Postzazo, on 05 February 2013 - 05:27 AM, said:

i owned

thanks a lot ! although it works in dosbox, editart remains the best art editor
0

User is offline   zazo 

#1139

is there a place to download 3d models for eduke?
in particular: vegetation, trees ... ?
0

User is offline   Diaz 

#1140

Hey guys, just a quickie, cause I don't remember - was it possible to change the shrinker's hard-coded polymer light colour? If not I will just disable it, but for the weapon I currently have replacing the shrinker, it would be cool if it could glow blue instead of green.
0

Share this topic:


  • 119 Pages +
  • « First
  • 36
  • 37
  • 38
  • 39
  • 40
  • 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