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EDuke32 Scripting "CON coding help"
#1165 Posted 21 March 2013 - 10:12 AM
#1166 Posted 21 March 2013 - 11:49 AM
James, on 20 March 2013 - 02:19 PM, said:
Do it matters whenever it is a 1.3d map or not? Eduke32 is based on Atomic Edition version. It is not like Eduke32 is making a gameplay change, it is something that 3DRealms already did on their own.
#1167 Posted 21 March 2013 - 12:11 PM
Fox, on 21 March 2013 - 11:49 AM, said:
If someone makes a map for 1.3D that uses a bug to change it's gameplay, and then a new version of the game fixes that bug so it messes up the gameplay of earlier user levels, having an option to re-enable that bug so that the map can be played as the author intended is only fair.
#1168 Posted 21 March 2013 - 12:35 PM
And it wouldn't work if you played with the Atomic Edition executable, for example. So it was something that 3DRealms fixed.
This post has been edited by Fox: 21 March 2013 - 12:37 PM
#1169 Posted 21 March 2013 - 12:39 PM
Fox, on 21 March 2013 - 12:35 PM, said:
Then the map will be harder than intended. There are many user maps released for Atomic over the years with paletted enemies where this could be an issue.
#1170 Posted 21 March 2013 - 01:01 PM
Fox, on 21 March 2013 - 12:35 PM, said:
It's incredibly obvious when a pigcop takes 4 shots instead of 2 from a shotgun.
Quote
You still don't understand. Wherether they fixed it in atomic or not doesn't matter, since the behaviour existed in v1.3D and that's what some people mapped for.
There's no real point in this discussion regardless, I think it should be a compatability option but the number of atomic maps outnumber 1.3D maps so it would be best to remove the feature if a toggle isn't added.
#1171 Posted 21 March 2013 - 01:26 PM
James, on 21 March 2013 - 01:01 PM, said:
No it is not. If it was obvious it wouldn't be wrong about it. It takes only 3 shots with the Shotgun to kill a Pig Cop with twice the hit points.
This post has been edited by Fox: 21 March 2013 - 01:30 PM
#1172 Posted 21 March 2013 - 01:38 PM
Fox, on 21 March 2013 - 01:26 PM, said:
come on man, semantics
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#1173 Posted 21 March 2013 - 01:58 PM
Fox, on 20 March 2013 - 02:16 PM, said:
referring to the decision to double hit points on paletted enemies
James, on 21 March 2013 - 01:01 PM, said:
So everyone (myself included) who has offered an opinion agrees that it would be best to remove the feature. Then you guys got confused about each other's positions and thought you were having an argument o_O
#1174 Posted 21 March 2013 - 02:25 PM
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#1175 Posted 21 March 2013 - 02:39 PM
So yeah, the behavior in my mod is due to paletted pigcops. I just fixed it with a line of code....
This post has been edited by Diaz: 21 March 2013 - 02:46 PM
#1176 Posted 21 March 2013 - 09:16 PM
Trooper Mick, on 20 March 2013 - 02:08 PM, said:
Diaz, on 21 March 2013 - 02:39 PM, said:
So yeah, the behavior in my mod is due to paletted pigcops. I just fixed it with a line of code....
Called it
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#1177 Posted 21 March 2013 - 09:18 PM
Trooper Mick, on 21 March 2013 - 09:16 PM, said:
Yes.
#1178 Posted 22 March 2013 - 11:41 AM
I know how to change the loading screen in general with
onevent EVENT_GETLOADTILE setvar RETURN 3281 endevent
but I want to have a specific one for every map within an episode like
E1l1 --> image1.jpg (or tileXX)
E1L2 --> image2.jpg (or tileYX)
... and so on.
Is there a chance to do this?
#1179 Posted 22 March 2013 - 11:46 AM
onevent EVENT_GETLOADTILE ifvare VOLUME 0 { ifvare LEVEL 0 setvar RETURN <e1l1> ifvare LEVEL 1 setvar RETURN <e1l2> } ifvare VOLUME 1 { ifvare LEVEL 0 setvar RETURN <e2l1> ifvare LEVEL 1 setvar RETURN <e2l2> } endevent
#1180 Posted 22 March 2013 - 04:20 PM
Fox, on 22 March 2013 - 11:46 AM, said:
onevent EVENT_GETLOADTILE ifvare VOLUME 0 { ifvare LEVEL 0 setvar RETURN <e1l1> ifvare LEVEL 1 setvar RETURN <e1l2> } ifvare VOLUME 1 { ifvare LEVEL 0 setvar RETURN <e2l1> ifvare LEVEL 1 setvar RETURN <e2l2> } endevent
Thanks for your reply, Fox.
<e1l1>are the tile numbers?
Sorry, but I have absolutely no knowledge of all the CON stuff and copied the code I posted from the wiki, IIRC.
This post has been edited by sedition: 22 March 2013 - 04:21 PM
#1182 Posted 22 March 2013 - 04:35 PM
===//===//===
Is it possible to make the shoot command and EVENT_DOFIRE spawn a regular actor?
This post has been edited by Fox: 22 March 2013 - 08:55 PM
#1183 Posted 23 March 2013 - 01:43 AM
Another thing I forgot to ask for:
Is there a way to have another tile for the loading bar on that screen? After I replaced textures I have always a wall texture for the loading bar.
And can I turn of the xxx / xxx textures message on the screen?
#1184 Posted 23 March 2013 - 02:15 AM
sedition, on 23 March 2013 - 01:43 AM, said:
And can I turn of the xxx / xxx textures message on the screen?
Try "addvar RETURN 16384" to the bottom of your event. IIRC it should disable the "LOADING" text completely.
onevent EVENT_GETLOADTILE ifvare VOLUME 0 { ifvare LEVEL 0 setvar RETURN <e1l1> ifvare LEVEL 1 setvar RETURN <e1l2> } ifvare VOLUME 1 { ifvare LEVEL 0 setvar RETURN <e2l1> ifvare LEVEL 1 setvar RETURN <e2l2> } addvar RETURN 16384 endevent
As for more complicated replacement of the loading screen, I have thought about using the variables LOTAG and HITAG to store the current and total textures values so modders could completely make their own screen using EVENT_GETLOADTILE or an EVENT_DISPLAYLOADING. edit: The variable TEXTURE might be acceptable to change the loading bar texture.
Fox, on 22 March 2013 - 04:35 PM, said:
Would "eshoot FOOBAR" followed by "changespritestat RETURN 1" work?
This post has been edited by Hendricks266: 25 March 2013 - 02:16 PM
#1186 Posted 25 March 2013 - 04:11 PM
Hendricks266, on 23 March 2013 - 02:15 AM, said:
onevent EVENT_GETLOADTILE ifvare VOLUME 0 { ifvare LEVEL 0 setvar RETURN <e1l1> ifvare LEVEL 1 setvar RETURN <e1l2> } ifvare VOLUME 1 { ifvare LEVEL 0 setvar RETURN <e2l1> ifvare LEVEL 1 setvar RETURN <e2l2> } addvar RETURN 16384 endevent
As for more complicated replacement of the loading screen, I have thought about using the variables LOTAG and HITAG to store the current and total textures values so modders could completely make their own screen using EVENT_GETLOADTILE or an EVENT_DISPLAYLOADING. edit: The variable TEXTURE might be acceptable to change the loading bar texture.
Would "eshoot FOOBAR" followed by "changespritestat RETURN 1" work?
Thank zou Hendricks and Fox,
I tried this, but all I get is a black background. And the loading text is also there.
Did I do something wrong with it?
Here´s the con code:
//Thanks to Fox and Hendricks266 onevent EVENT_GETLOADTILE ifvare VOLUME 1 { ifvare LEVEL 0 setvar RETURN 4030 // replace <xxxx> with the tile no. to display ifvare LEVEL 1 setvar RETURN 4031 } addvar RETURN 16384 // deletes the loading text endevent /* OLD ONE - NOT NECESSARY // Background on Map´s load onevent EVENT_GETLOADTILE setvar RETURN 3281 endevent */
And the lines in my textures.def:
dummytilerange 4030 4031 128 96 texture 4030 { pal 0 { file "highres/textures/bf/bf4030.jpg" } } texture 4031 { pal 0 { file "highres/textures/bf/bf4031.jpg" } }
Maybe I did it wrong, but I can´t figure out what.
#1187 Posted 25 March 2013 - 07:25 PM
If anything it should be done with other variables like TEXTURE. If the idea is approved I will add a way to disable the parts.
Try removing the "addvar RETURN 16384" for now. At least your custom tile should be displayed correctly.
Another thing, to cover the whole screen your dummytilerange should use the values 320 200 instead of 128 96.
#1188 Posted 26 March 2013 - 05:34 AM
Hendricks266, on 25 March 2013 - 07:25 PM, said:
If anything it should be done with other variables like TEXTURE. If the idea is approved I will add a way to disable the parts.
Try removing the "addvar RETURN 16384" for now. At least your custom tile should be displayed correctly.
Another thing, to cover the whole screen your dummytilerange should use the values 320 200 instead of 128 96.
Actually I've noticed there seems to be an off-by-one error when using 320x200. You'll get a thin line on (I believe) the top and left of uncovered screen.
#1189 Posted 26 March 2013 - 08:49 PM
Quote
1 - Precaches <tile0>-<tile1> always
How can I make it so that tile 0020 is loaded if 0010 is in the map, but not include tiles 0011-0019?
#1190 Posted 26 March 2013 - 11:19 PM
Is it really necessary? Either bite the bullet and load #20 always, or ignore it and let the game takes its chances with automatic loading (which ideally should make this a non-issue).
#1191 Posted 26 March 2013 - 11:28 PM
To be more specific, this is the projectile of the Grenade Launcher from Duke Nukem 64 I am talking about. There is about 200 tiles beetween some frames of the projectile.
This post has been edited by Fox: 26 March 2013 - 11:59 PM
#1192 Posted 26 March 2013 - 11:48 PM
On the other hand, anything related to weapons the player uses should always be precached, so your use case is moot. In fact, the precache extension as you intend might not actually kick in because none of the projectiles might be in the map in the first place.
#1193 Posted 27 March 2013 - 12:07 AM
(And to think about it now, the source code includes the frames from the RPG angles, or FREEZEBLAST animation, etc. Shouldn't it automatically check for animations in the .art files (or using animtilerange), and for all frames of the <action> from actor or useractor commands?)
This post has been edited by Fox: 27 March 2013 - 12:08 AM
#1194 Posted 27 March 2013 - 12:42 AM
Fox, on 27 March 2013 - 12:07 AM, said:
In fact it should, and I am adding this to my to-do list.
BTW, if you still want CON access to the four members of the picanm[] array we should have a conversation with Helix. Me adding tilesizx[] and y[] gave him extra trouble in Lua.