
EDuke32 Scripting "CON coding help"
#1129 Posted 24 January 2013 - 08:29 AM
#1130 Posted 24 January 2013 - 08:36 AM
Drek, on 24 January 2013 - 08:21 AM, said:
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
#1131 Posted 24 January 2013 - 08:48 AM
zazo, on 24 January 2013 - 08:36 AM, said:
I found myself:
gamevar currentlevel 0 1
gamevar currentvolume 0 1
setvarvar currentlevel LEVEL
setvarvar currentvolume VOLUME
addvar currentlevel 1
startlevel currentlevel currentvolume
#1132 Posted 24 January 2013 - 10:00 AM
zazo, on 24 January 2013 - 06:18 AM, said:
// blue spawn ACCESSCARD // red espawn ACCESSCARD setactor[RETURN].pal 21 // yellow espawn ACCESSCARD setactor[RETURN].pal 23
#1133 Posted 29 January 2013 - 12:34 PM
Hendricks266, 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??
#1134 Posted 29 January 2013 - 01:35 PM
#1135 Posted 04 February 2013 - 02:57 PM
#1136 Posted 05 February 2013 - 05:16 AM
#1137 Posted 05 February 2013 - 05:27 AM
Alan, on 05 February 2013 - 05:16 AM, said:
i owned
#1138 Posted 05 February 2013 - 05:30 AM
zazo, on 05 February 2013 - 05:27 AM, said:
thanks a lot ! although it works in dosbox, editart remains the best art editor
#1139 Posted 17 February 2013 - 10:19 AM
in particular: vegetation, trees ... ?
#1140 Posted 27 February 2013 - 01:03 PM
#1141 Posted 27 February 2013 - 01:24 PM
#1142 Posted 27 February 2013 - 01:31 PM

This post has been edited by Diaz: 27 February 2013 - 01:31 PM
#1143 Posted 02 March 2013 - 12:50 AM
I have a weapon that creates a quite big hitradius of 8000 60 100 400 550.
If an enemy with, let's say, 100 health points hasn't been "activated" (i.e. the player has not seen it) and this hitradius hits near it, it won't be killed, but damaged (sometimes not by much) instead; if the projectile hits him dead-on it will be killed. If the enemy is "activated" and is at the same distance as in the first previous case, it will be killed, which is what should happen.
Anyone knows why the hitradius effectiveness seems to decrease if enemies haven't become active?
#1144 Posted 03 March 2013 - 08:15 AM
But I say the problem definitely is in the "sleeping" part as you have said.
#1145 Posted 05 March 2013 - 05:24 AM
#1146 Posted 13 March 2013 - 07:45 PM
How can I get around this problem?
#1147 Posted 13 March 2013 - 09:47 PM
Trooper Dan, on 13 March 2013 - 07:45 PM, said:
How can I get around this problem?
Have you considered just skipping the menu?
onevent EVENT_CHANGEMENU ifvare RETURN 100 { ifvare current_menu 110 { //don't know how to tell if the player is in a game in order to //choose between these appropriately. setvar RETURN 0 //title menu //setvar RETURN 50 //in-game menu } else setvar RETURN 110 } endevent
It doesn't always backtrack to the right menu, and it doesn't define what level you go to (goes to E1L1 from a freshly launched game), but it's a start.
#1148 Posted 13 March 2013 - 10:45 PM
Dr. Kylstein, on 13 March 2013 - 09:47 PM, said:
That's a potentially useful event that I didn't know about, so thanks for the suggestion. However, let's just say for now that I would prefer to have control over the regular episode display. I would like to define levels without having an episode for them, or at least not having the episode show up or be selectable in the episode select screen. Skipping the menu and having a special map immediately get launched with a CON coded menu is a possible solution but it would be far more work than I want to do.
I'm pretty sure there's a simple trick for this -- I seem to remember there being one that has been around since the dawn of time.
EDIT: It looks like I might be able to achieve the desired effect by the simple expedient of defining levels for undefined episodes. For example:
definelevelname 4 0 E1L1.map 01:45 00:53 HOLLYWOOD HOLOCAUST
when episode 4 has not been defined. But I don't know whether the level definition will actually count in that case. EDIT2: It does. So problem solved, I guess.
This post has been edited by Trooper Dan: 13 March 2013 - 11:56 PM
#1149 Posted 14 March 2013 - 12:08 AM
#1150 Posted 14 March 2013 - 01:53 AM
#1151 Posted 15 March 2013 - 09:00 AM
Trooper Dan, on 14 March 2013 - 12:08 AM, said:
Revision 3566 adds a new LOGO_FLAGS bit, 2048, to prevent that cutscene. I agree with Fox that a more convenient or general interface would be preferable though.
#1152 Posted 15 March 2013 - 09:23 AM
Helixhorned, on 15 March 2013 - 09:00 AM, said:
Thanks!!
#1153 Posted 15 March 2013 - 10:39 AM
I get this error when i try to set LOGO_FLAGS:
Quote
Even though the wiki says it is a gamevar.
#1155 Posted 15 March 2013 - 11:44 AM
Fox, on 15 March 2013 - 10:42 AM, said:
ah, I see. But there's still an issue. When I use:
gamevar LOGO_FLAGS 2303 1
255+2048 ... It nixes the cutscene but I also get the shareware screens and the tenscreen when quitting the game, which should not happen unless the flags for 256 and 512 are set.
#1156 Posted 15 March 2013 - 12:51 PM
Quote
The strange line number and wrong command are because Gv_GetVar() isn't called from CON code, so there's nowhere to get this debug information from.
#1157 Posted 15 March 2013 - 01:07 PM
Helixhorned, on 15 March 2013 - 12:51 PM, said:
The strange line number and wrong command are because Gv_GetVar() isn't called from CON code, so there's nowhere to get this debug information from.
Uh yeah, I should have checked the log, it works now. Since the per-player gamevar declaration was partially working, I didn't consider the possibility that it was invalid.
#1158 Posted 15 March 2013 - 01:32 PM
What exactly LOGO_FLAG_STOPANIMSOUNDS does? I tested it, but I couldn't figure it out.
This post has been edited by Fox: 15 March 2013 - 01:34 PM