 
						EDuke32 Scripting "CON coding help"
#1231 Posted 17 April 2013 - 03:20 PM
I know I can copy and def those sprite tiles to new tile numbers and animate them. I can lose the burn, but I would also lose their flickering Polymer lights.
#1232 Posted 17 April 2013 - 06:30 PM
state firestate
  ifaction 0
    ifrnd 16
    {
      action FIRE_FRAMES
      cstator 128
    }
  sleeptime 300         // Never let it fall to sleep
  ifspawnedby FIRE
  {
    ifgapzl 16
      break
  }
  else
    ifspawnedby FIRE2
  {
    ifgapzl 16
      break
  }
  ifinwater
    killit
  ifp palive
    ifpdistl 844
      ifrnd 32
        ifcansee
  {
    soundonce DUKE_LONGTERM_PAIN
    addphealth -1
    palfrom 32 32
  }
  ifactor FIRE
  {
    ifspawnedby FIRE
      break
  }
  else
    ifactor FIRE2
      ifspawnedby FIRE2
        break
  iffloordistl 128
  {
    ifrnd 128
    {
      ifcount 84
        killit
                // This line(and the else below)
                // is not necessary, since actors
                // with zero x-size are automatically
                // deleted anyway!
      else
        ifcount 42
          sizeto 0 0
      else
        sizeto 32 32
    }
  }
  else
    killit
ends
useractor notenemy FIRE WEAK 0 FIREVELS state firestate enda
						
                                                #1233 Posted 17 April 2013 - 08:55 PM
 Mikko_Sandt, on 16 April 2013 - 05:35 AM, said:
Mikko_Sandt, on 16 April 2013 - 05:35 AM, said:
Edit: The projectiles are RPG-like.
I think changing offset is the correct thing to do, but you should change it before the projectile is fired, not afterwards.
e.g.
setprojectile[NAMEOFPROJECTILE].offset 128 shoot NAMEOFPROJECTILE setprojectile[NAMEOFPROJECTILE].offset 0
In the example, the offset is set back to 0 after firing, in case another actor needs to use it (setprojectile changes the definition of the custom projectile).
#1234 Posted 18 April 2013 - 02:54 PM
#1235 Posted 18 April 2013 - 06:48 PM
This post has been edited by Fox: 18 April 2013 - 06:49 PM
#1236 Posted 21 April 2013 - 07:50 AM
define WOODBREAK1 3816
useractor notenemy WOODBREAK1
cstat 257
ifhitweapon
{
sound VENT_BUST
debris SCRAP1 4
killit
}
enda
Instead of breaking code I know I can give the panels a hitag to make them disappear when hit but then there is no sound or debris.
#1237 Posted 21 April 2013 - 07:59 AM
Here is a code which you could also define the hit points (where is says "WEAKEST" which equals 1)
useractor notenemy WOODBREAK1 WEAKEST
  cstator 257
  ifhitweapon
    ifdead
    {
      sound VENT_BUST
      debris SCRAP1 4
      killit
    }
enda 
						
                                                This post has been edited by Fox: 21 April 2013 - 08:05 AM
#1238 Posted 21 April 2013 - 08:28 AM
#1239 Posted 21 April 2013 - 08:39 AM
#1240 Posted 21 April 2013 - 08:41 AM
#1241 Posted 21 April 2013 - 08:53 AM
useractor notenemy WOODBREAK1
  cstator 257
  strength 1
  ifhitweapon
    ifwasweapon KNEE
    {
      sound VENT_BUST
      debris SCRAP1 4
      killit
    }
enda 
						
                                                This post has been edited by Fox: 21 April 2013 - 08:54 AM
#1242 Posted 21 April 2013 - 08:57 AM
Cool. Duke is kickin' planks and chewing bubblegum. I'm attempting all this minor stuff now after my failures of trying to code new enemies. I needed a success to keep me sane. So next up is finding a better sound effect for the break.
This post has been edited by Mark.: 21 April 2013 - 09:12 AM
#1243 Posted 23 April 2013 - 11:57 AM
When the player jumps and lands on a sector that is lower than the previous one, besides the hard landing and view centering stuff, his movement speed will decrease for a fraction of a second. I would like to avoid that if the height difference between sectors is not very big - is that actually possible? I have already avoided the view centering, but I'm making a platform section in one of my maps where the player has to make a series of quick jumps and the movement speed reduction is annoying - makes it easy and frustrating to die.
This post has been edited by Diaz: 23 April 2013 - 11:57 AM
#1244 Posted 23 April 2013 - 12:21 PM
#1245 Posted 23 April 2013 - 01:01 PM
 
						
                                                #1246 Posted 23 April 2013 - 07:54 PM
onevent EVENT_JUMP
    setplayer[THISACTOR].poszv -2048 // or some other value
    setvar RETURN -1
endevent
This destroys any ifp pjumping code however.
#1247 Posted 23 April 2013 - 07:59 PM
onevent EVENT_GETLOADTILE
setvar RETURN 7119
endevent
onevent EVENT_GETMENUTILE
setvar RETURN 7119
endevent
I replaced the load and menu screens with my own but I can't figure out the name for the DREALMS tile 2492 so I can replace it. I tried a few variations of the word DREALMS between "GET" and "TILE" but no luck.
#1248 Posted 23 April 2013 - 08:21 PM
gamevar LOGO_FLAGS <someval> 0
Also
http://wiki.eduke32....wiki/EVENT_LOGO
#1249 Posted 23 April 2013 - 08:41 PM
#1250 Posted 23 April 2013 - 10:28 PM
 Mblackwell, on 23 April 2013 - 07:54 PM, said:
Mblackwell, on 23 April 2013 - 07:54 PM, said:
onevent EVENT_JUMP
    setplayer[THISACTOR].poszv -2048 // or some other value
    setvar RETURN -1
endevent
This destroys any ifp pjumping code however.
That does what I want, however it has side effects:
- As you have mentioned, ifp pjumping code is destroyed, though I think I can safely replace all instances of "ifp pjumping" with a check for the player's z velocity.
- The player can now bunnyhop like crazy if keeping the jump key depressed (no idea how to fix this).
- Jumping to get out of water messes up.
So, not worth it
 
						
                                                This post has been edited by Diaz: 23 April 2013 - 10:37 PM
#1251 Posted 24 April 2013 - 03:38 AM
 Mark., on 23 April 2013 - 07:59 PM, said:
Mark., on 23 April 2013 - 07:59 PM, said:
onevent EVENT_GETLOADTILE
setvar RETURN 7119
endevent
onevent EVENT_GETMENUTILE
setvar RETURN 7119
endevent
I replaced the load and menu screens with my own but I can't figure out the name for the DREALMS tile 2492 so I can replace it. I tried a few variations of the word DREALMS between "GET" and "TILE" but no luck.
There is no such a thing as a event that control the 3DRealms screen. You need to replace the tile.
#1252 Posted 25 April 2013 - 09:11 AM
 Diaz, on 23 April 2013 - 10:28 PM, said:
Diaz, on 23 April 2013 - 10:28 PM, said:
- As you have mentioned, ifp pjumping code is destroyed, though I think I can safely replace all instances of "ifp pjumping" with a check for the player's z velocity.
- The player can now bunnyhop like crazy if keeping the jump key depressed (no idea how to fix this).
- Jumping to get out of water messes up.
So, not worth it

gamevar P_JUMP 0 1
onevent EVENT_JUMP
    ifvare P_JUMP 0
        setplayer[THISACTOR].poszv -2048
    setvar RETURN -1
    setvar P_JUMP 3
enda
actor APLAYER
    ifvarg P_JUMP 0
        subvar P_JUMP 1
    ifvarn P_JUMP 0
        action PJUMPING
enda
For example.
If necessary you can add a condition for when you're in water.
#1253 Posted 26 April 2013 - 09:47 AM
#1254 Posted 26 April 2013 - 10:28 AM
#1256 Posted 26 April 2013 - 03:59 PM
include this line somewhere before your actor code...
gamevar TEMP 0 2
Where you see the command "fall" in your actor, replace with:
  ifvare sector[THISACTOR].lotag 1
  {
    iffloordistl 8
      setactor[THISACTOR].zvel 0
    getsector[THISACTOR].lotag TEMP
    setsector[THISACTOR].lotag 0
    fall
    setsector[THISACTOR].lotag TEMP
  }
  else
    fall
						
                                                #1257 Posted 26 April 2013 - 10:58 PM
#1258 Posted 27 April 2013 - 10:06 AM
Is a way to spot them and correct them ?
#1259 Posted 27 April 2013 - 10:08 AM
#1260 Posted 27 April 2013 - 10:10 AM
 Hendricks266, on 27 April 2013 - 10:08 AM, said:
Hendricks266, on 27 April 2013 - 10:08 AM, said:
interesting, a link to download this palette ?

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