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EDuke32 Scripting "CON coding help"
#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.
#1195 Posted 27 March 2013 - 01:06 AM
Hendricks266, on 27 March 2013 - 12:42 AM, said:
Being more careful, I would say to check the action of an actor during the first tic (event_spawn?) and return false if the cstat is not 32768.
Hendricks266, on 27 March 2013 - 12:42 AM, said:
Yes, I totally want. The game uses the size and offset to check the enemy hitboxes and where the projectiles aim at.
Can you at least make a command like getsizx <tilenum> <gamevar>?
This post has been edited by Fox: 27 March 2013 - 02:41 AM
#1196 Posted 27 March 2013 - 07:13 AM
Fox, on 26 March 2013 - 11:28 PM, said:
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.
If there are 200 tiles between frames, then the art isn't well organized. That's not something that the pre-caching code should have to worry about.
#1197 Posted 27 March 2013 - 02:42 PM
#1198 Posted 28 March 2013 - 01:19 AM
#1199 Posted 28 March 2013 - 01:25 AM
#1200 Posted 28 March 2013 - 02:03 AM
#1201 Posted 28 March 2013 - 02:28 AM
This post has been edited by Fox: 28 March 2013 - 04:20 AM
#1202 Posted 28 March 2013 - 05:57 AM
Fox, on 28 March 2013 - 02:28 AM, said:
Yup, some condition checks are side-effecting. In this case, ifhitweapon unconditionally runs the routine that incurs the damage on the actor, so there won't be any left for the second and following times. CON is full of strange corners like this.
#1203 Posted 29 March 2013 - 04:09 AM
sin SIN player[THISACTOR].ang cos COS player[THISACTOR].ang setvar HORIZ 100 subvarvar HORIZ player[THISACTOR].horiz subvarvar HORIZ player[THISACTOR].horizoff mulvar HORIZ 32 hitscan player[THISACTOR].posx player[THISACTOR].posy player[THISACTOR].posz player[THISACTOR].cursectnum COS SIN HORIZ HITSECT HITWALL HITSPRITE HITX HITY HITZ CLIPMASK1
This post has been edited by Fox: 29 March 2013 - 04:10 AM
#1204 Posted 29 March 2013 - 05:07 AM
#1205 Posted 29 March 2013 - 06:09 AM
This post has been edited by Fox: 29 March 2013 - 06:10 AM
#1206 Posted 29 March 2013 - 07:05 AM
If this is your first time using hitscan I suggest spawning a little fullbright sprite at the hitx hity hitz coords as a test. Make it an actor that lasts only one tic. Then you will have visual confirmation of where you are actually hitscanning.
#1207 Posted 29 March 2013 - 07:23 AM
#1208 Posted 29 March 2013 - 07:33 AM
Fox, on 29 March 2013 - 04:09 AM, said:
sin SIN player[THISACTOR].ang (...)
Well, apparently the inline player[THISACTOR].somemember accesses don't work as expected in C-CON. This is similar to what you reported here. Thanks for the test case, I'll add it to our lot.
[Note: I haven't actually checked the results of the inline struct accesses, but in LunaCON, the code works correctly.]
#1209 Posted 29 March 2013 - 07:41 AM
Mikko_Sandt, on 29 March 2013 - 07:23 AM, said:
Not really, cutscenes are super hard-coded.
#1210 Posted 29 March 2013 - 07:52 AM
#1211 Posted 29 March 2013 - 07:59 AM
Mikko_Sandt, on 29 March 2013 - 07:52 AM, said:
That's how older TCs did it. Blank one frame .ANM files, or blank images for the still images that are housed in the ART files.
You still have to deal with sound effects that are hard-coded with cinematics like for the Battle-lord, though.
This post has been edited by Commando Nukem: 29 March 2013 - 08:00 AM
#1212 Posted 31 March 2013 - 05:25 AM
#1214 Posted 31 March 2013 - 12:39 PM
This post has been edited by Mikko_Sandt: 31 March 2013 - 12:40 PM
#1215 Posted 02 April 2013 - 04:38 AM
How to modify the tiles num of weapons in the con code, to change their appearance ?
#1216 Posted 02 April 2013 - 04:45 AM
#1217 Posted 02 April 2013 - 05:10 AM
#1218 Posted 07 April 2013 - 07:57 AM
#1219 Posted 08 April 2013 - 06:17 AM
#1220 Posted 16 April 2013 - 05:35 AM
Edit: The projectiles are RPG-like.
This post has been edited by Mikko_Sandt: 16 April 2013 - 05:35 AM