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EDuke32 Scripting  "CON coding help"

User is offline   Zaxtor 

#1520

True.

I made this, Works.

Weapon 0 (9) does diff sound. has a short delay before fireng.

Example

 gamevar WEAPON9_FIRESOUND 643 1
 gamevar WEAPON9_INITIALSOUND 642 1
 gamevar WEAPON9_FIREDELAY 32 1
 gamevar WEAPON9_TOTALTIME 42 1


1 fire sound.
2 (charging) sound.
for the sounds

This post has been edited by Zaxtor: 06 October 2014 - 05:03 PM

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#1521

You have only just found these things out?
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User is offline   Hendricks266 

  • Weaponized Autism

  #1522

Had to post this. Sorry Zax. :)

View PostTerminX, on 28 January 2012 - 09:05 AM, said:

Somewhere, something has gone VERY wrong when someone tried to explain to Zaxtor how to write CON files.

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User is offline   Zaxtor 

#1523

Is confusing.
But now I understand better how it works.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#1524

I confusing your post but slowly understand them better.
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User is offline   lycanox 

#1525

Ok, i got some weird effects while trying out some new parameters for an idea.

I am currently just messing around with creating a crude sunset by cycling skyboxes and changing the visibility.
But each time I try to change a paralaxed sky. It does not work.
Confused I turned off the skybox in mapster. The code does render normally and I can see the tiles change on the now unparralaxed ceiling.

So next I tried turning the paralaxed sky off during the period I change the skybox through code.
But that either does not work. Or reverts the skybox to displaying the brown brick.

I am using the commands

setsector[SECTNUM].ceilingstat (alternating between 1 and 0)
setsector[SECTNUM].ceilingpicnum (just randomly selecting skyboxes or non skyboxed tiles.)

With SECTNUM being the sectornumber of the current actor.

Is this a bug in the code? Or am I approaching this completely wrong? I am using the latest snapshot.

This post has been edited by lycanox: 07 October 2014 - 06:42 AM

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User is offline   Jblade 

#1526

Try something like this:
// if conditions for changing time are set
{
setvar TEMP 0
whilevarn TEMP NUMSECTORS // this sets up a loop that will go through all the sectors in the current level
 {
 ifvarand sector[TEMP].ceilingstat 1 // if it's a parallex sector
   {
    setsector[TEMP].ceilingpicnum *tilenumber* // change that room's ceiling texture to the number defined here
    setsector[TEMP].visibility 0 // just an example
   }
 addvar TEMP 1 // go up in the loop
 }
}

That should work, although it's untested - making a single sprite do all of the work is better than multiple sprites and you can set up many different ways of configuring the sprite. Once you got it working, we can go from there to add more features + control to it.
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User is offline   lycanox 

#1527

Hmm, I tried your code and I still get the same effect. I think its an flaw in how the game works through.

I am starting to believe that the paralaxed sky is stored in a different game variable that gets written on map load.
As the game seems to remember the original skybox it was after the map was load.
Starting with skybox 1 and then changing to the picnum of skybox 2 would result in skybox 1 still being displayed.

Curiously this gamevar does only seem to be set on level start. And only seems to be capable of storing one skybox.
So if I were to load a map with no paralaxed sectors and force the code to turn those ceilings into paralaxed skies. It would show tile 0, the brown brick as the sky. If I however play the map after playing a space level. It would show the space skybox from that map. Or the LA one after a city level.

So i probably need a command like "set/getuserdef[TEMP].paralax_picnum"
Which sadly does not exist.

This post has been edited by lycanox: 07 October 2014 - 09:36 AM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1528

View Postlycanox, on 07 October 2014 - 09:36 AM, said:

I am starting to believe that the paralaxed sky is stored in a different game variable that gets written on map load.
As the game seems to remember the original skybox it was after the map was load.
Starting with skybox 1 and then changing to the picnum of skybox 2 would result in skybox 1 still being displayed.

That's true for Polymer.
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User is offline   Mblackwell 

  • Evil Overlord

#1529

Only a single skybox is ever loaded in polymer for a given level. I know the limitation of only displaying one at a time, but it's interesting that it can't be swapped.
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User is offline   Zaxtor 

#1530

Is there such thing as something to "Activate" a gamevar VARNAME x x.
Like we know gamevar VARNAME x x define the var to make the var you add work.

BUT.

Something like a Ifvare blocks the gamevar VARNAME x x until is set.

I wanna do a thing for mainly pre-gamevar set such as weapon stuff etc.

Example if I want an addon to a weapon it set a var so it get to the pre-gamevar and activate them.
like a weapon addon.

Example.
Let say weapon 5 is RPG.
RPG is hard coded and will shoot standard RPG projectile, but hardcoded can be "bypassed" if you add a new WEAPONx SHOOTS thing alongside other pre-gamevars in "http://wiki.eduke32.com/wiki/Pre-defined_gamevars"
Will make the RPG shoot a diff projectile, do diff sound and dmg.

ifvare WEAFIVEADDON 1
                                     {
                                      ??????? WEAPON4_FIRESOUND 666 1
                                      ??????? WEAPON4_SHOOTS 13662 1
                                     }


I've tried gamevar, no working.
I searched but dunno what is the name for the "alternative to gamevar" that acts just like a gamevar but can work if is inside a ifvare thing.
like myospal works inside a ifvare.

Like 666 is to change the RPG sound.
13662 makes it shoot a diff projectile
??????? not sure what type of defining code to put that works inside the ifvare and acts exactly like a gamevar

This post has been edited by Zaxtor: 07 October 2014 - 09:32 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1531

setvar WEAPON4_FIRESOUND 666
setvar WEAPON4_SHOOTS 13662

This post has been edited by Fox: 07 October 2014 - 09:40 PM

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User is offline   Zaxtor 

#1532

View PostFox, on 07 October 2014 - 09:39 PM, said:

setvar WEAPON4_FIRESOUND 666
setvar WEAPON4_SHOOTS 13662



Doesn't do anything except not causing "not game variable" error without gamevar VARNAME x x error.
I even tried few more , no avail.


PS
It just defines it that's it.

What I wanna do is like an inactive "gamevar WEAPON4_SHOOTS 13662 1"

So that gamevar only works if you set that var blocking it.

This post has been edited by Zaxtor: 07 October 2014 - 10:02 PM

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User is offline   Jblade 

#1533

You'll need to put the code Fox stated in an actor like the aplayer - it sounds like you want the RPG to shoot a certain projectile if a var is set right? Than do this, put this in the APLAYER actor:
ifvare WEAFIVEADDON 1
     {
    setvar WEAPON4_FIRESOUND 666
    setvar WEAPON4_SHOOTS 13662
     }

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User is offline   Zaxtor 

#1534

View PostJblade, on 07 October 2014 - 10:05 PM, said:

You'll need to put the code Fox stated in an actor like the aplayer - it sounds like you want the RPG to shoot a certain projectile if a var is set right? Than do this, put this in the APLAYER actor:
ifvare WEAFIVEADDON 1
     {
    setvar WEAPON4_FIRESOUND 666
    setvar WEAPON4_SHOOTS 13662
     }




I put inside the "aplayer" code.

Technically is not RPG I wanna change.
I used RPG as an example to reduce "spoil alerts".

Is technically a non projectile weapon.
projectile works, every thing works.
Is just the code was not.

I tested as "gamevar" and it works.

Now ill put inside the aplayer the setvar so I can make the code "blocked" until u grab the addon.
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User is offline   Zaxtor 

#1535

Well it "almost works"

When var is set.
Weapon is totally muted. doesn't shoot anything.
Only its animation works.

Is inside the Aplayer actor.
At the beginning below its "title"
Above ifaction 0

This post has been edited by Zaxtor: 07 October 2014 - 10:32 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1536

View PostZaxtor, on 07 October 2014 - 10:27 PM, said:

Is technically a non projectile weapon.

It only works with sprites defined as projectiles. You may wanna set WEAPONX_SPAWN instead.
1

User is offline   Jblade 

#1537

Are you shooting a projectile? You'll have to define a new projectile using the defineprojectile commands.
1

User is offline   Zaxtor 

#1538

View PostJblade, on 07 October 2014 - 10:36 PM, said:

Are you shooting a projectile? You'll have to define a new projectile using the defineprojectile commands.


defineprojectile was the first thing done.
Would be kinda awkward to make something shooting a projectile that isn't defined.


With the WEAPONX_SPAWN.
it works.
All is left is to fix it's "hitting dmg" of the instant hitting projectile since it kinda changed it a bit.

This post has been edited by Zaxtor: 07 October 2014 - 10:43 PM

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User is offline   Danukem 

  • Duke Plus Developer

#1539

View PostFox, on 07 October 2014 - 10:35 PM, said:

It only works with sprites defined as projectiles. You may wanna set WEAPONX_SPAWN instead.


Fox, why did you have to tell him that? Now he has something that he is satisfied with even though it is totally fucked LOL.
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1540

Any idea on how to make a regular switch activate only once, like a keycard switch?
0

User is offline   Hendricks266 

  • Weaponized Autism

  #1541

Make it bring a wall down in front of it.
0

User is offline   Mark 

#1542

Or sink into the floor.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1543

I can't do that. I am just looking for a better way to fix multiplayer-only maps, specifically adding switches on the other side of keycard locked doors. Since you can't use multiplayer-only keycard switches, I must use normal ones.
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User is offline   Zaxtor 

#1544

I wonder if anyone remember the palfrom that makes the screen flash Xray effect (negative colors) and weird flashes when I think you either give negative values or values above 64.
Is there such things as a way to "Revive" that in the newest Eduke32?

Here is a clip (scenes from Oblivion) using weird palfrom.
Is an older Eduke engine.


Part 1 of the vid (Ghost mothership's core)
Core { palfrom 77 55 95 63 } from being hit, makes this weird red-like flash

Part 2 is more complex, it's multi sprites making the flash.

Part 3 of the vid (evil mask's projectile)
necrotizer "{ palfrom 103 83 74 125 }" for this weird Xray flash like (in older Eduke)
While in modern Eduke just does a bright white flash lasting 2 sec before it starts to decay.
if you put negative value in the intensity rather is -1 or -63 it will make a flash lasting several seconds before it slowly decays.



This post has been edited by Zaxtor: 16 October 2014 - 04:57 PM

1

User is offline   Zaxtor 

#1545

How do we display something "above stat bar" ?

I'm exploring rotate sprite.

Cus when you display something it doesn't go above stat bar.

Rather is with myospal or rotatesprite.
How do we make the object you wanna display go (above) the stat bar?

Like flashes with palfrom goes above stat bar.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1546

Use EVENT_DISPLAYREST.
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User is offline   Zaxtor 

#1547

View PostFox, on 25 October 2014 - 11:30 PM, said:

Use EVENT_DISPLAYREST.


I'm using it "by default".


The rotate code is.


onevent EVENT_DISPLAYREST
                          setvar DANGEROUSPRESS_01 159
                           setvar DANGEROUSPRESS_02 99
                           setvar DANGEROUSPRESS_03 65536
// setvar ang 0
// setvar tilenum 14080
// setvar shade 0
// setvar pal 0
// setvar orientation 0

rotatesprite DANGEROUSPRESS_01 DANGEROUSPRESS_02 DANGEROUSPRESS_03 0 14080 0 0 0 windowx1 windowy1 windowx2 windowy2

endevent


I barred "//" these others since they have no usage

This post has been edited by Zaxtor: 25 October 2014 - 11:47 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1548

Use
0 0 xdim ydim

Instead of
windowx1 windowy1 windowx2 windowy2


You are not drawing below the HUD, but rather within the area of the player view.
1

User is offline   Zaxtor 

#1549

View PostFox, on 26 October 2014 - 12:52 AM, said:

Use
0 0 xdim ydim

Instead of
windowx1 windowy1 windowx2 windowy2


You are not drawing below the HUD, but rather within the area of the player view.


it works.. thx.
0

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