
EDuke32 Scripting "CON coding help"
#1613 Posted 21 March 2015 - 11:13 PM
#1614 Posted 22 March 2015 - 06:33 AM
1337DirtAlliance, on 21 March 2015 - 11:13 PM, said:
Have you tried using a debug build to see if it gives you more information in the log file when it fails?
#1615 Posted 22 March 2015 - 07:37 AM
Trooper Dan, on 20 March 2015 - 11:57 PM, said:
Speaking of, are these ALL the CON files you are using?
#1616 Posted 22 March 2015 - 08:41 AM
GIRLS.CON compiles fine as a module for me ("-mx GIRLS.CON"). It may really be helpful if we could see all CON files that get translated. From the log, it seems like GAME.CON is the root file for you. I don't understand why the error spam appears long after the script has been compiled. Also, r4410 is somewhat outdated; please try the most recent synthesis build.
#1617 Posted 22 March 2015 - 07:26 PM
Trooper Dan, on 22 March 2015 - 06:33 AM, said:
I have never done that before nor have I ever heard of it.
Fox, on 22 March 2015 - 07:37 AM, said:
[b]Duke3d - Invasion[/b] DEF.CON GAME.CON USER.CON [b]1337DA[/b] BEACHBAB.CON GIRLS.CON [b]DUKEPLUS[/b] EDUKE.CON dpcons CIVILIANS.CON DEFSPLUS.CON DNE.CON DUKEPLUS.CON HUDPLUS.CON LIGHTS.CON MONSTERPLUS.CON PLAYERPLUS.CON USERPLUS.CON
Helixhorned, on 22 March 2015 - 08:41 AM, said:
GIRLS.CON compiles fine as a module for me ("-mx GIRLS.CON"). It may really be helpful if we could see all CON files that get translated. From the log, it seems like GAME.CON is the root file for you. I don't understand why the error spam appears long after the script has been compiled. Also, r4410 is somewhat outdated; please try the most recent synthesis build.
I'll go update that. Ahh theres the debug files I don't have. I'll run those 'n see what happens.
Also I wasn't aware that you need to use the command line to call out con files.
This is my def layout it's a txt because it said i wasn't allowed to upload a def
Attached File(s)
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1337DA.txt (1.7K)
Number of downloads: 563
This post has been edited by 1337DirtAlliance: 22 March 2015 - 07:32 PM
#1618 Posted 23 March 2015 - 05:23 PM
Attached File(s)
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eduke32.log (513bytes)
Number of downloads: 617
#1619 Posted 24 March 2015 - 05:23 AM
#1620 Posted 24 March 2015 - 01:30 PM
Attached File(s)
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eduke32.log (1.71K)
Number of downloads: 597
#1621 Posted 25 March 2015 - 02:26 PM
And that log actually says you don't have palette.dat.
#1623 Posted 25 March 2015 - 07:26 PM
This is with no extra con files and just my own added
#1624 Posted 26 March 2015 - 02:08 PM
And then when I add a include in the game con for my con it wont even launch anymore and says there are errors in game.con and wants to load internals. When I say yes. It says error compiling con. So it looks like this ain't happening for me if my original con is trash right from the cd. I blame dosbox.
Attached File(s)
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eduke32_FreshInstall.log (1.9K)
Number of downloads: 648 -
eduke32_WithTheIncludeInConAndInShortcut.log (1.54K)
Number of downloads: 684
#1625 Posted 26 March 2015 - 02:16 PM
1337DirtAlliance, on 26 March 2015 - 02:08 PM, said:
True. But it doesn't break the game.
This post has been edited by Fox: 26 March 2015 - 02:18 PM
#1626 Posted 26 March 2015 - 02:16 PM
1337DirtAlliance, on 26 March 2015 - 02:08 PM, said:
The original cons have warnings, yes, but they don't affect the game.
#1628 Posted 26 March 2015 - 03:56 PM
#1629 Posted 26 March 2015 - 04:02 PM
#1630 Posted 26 March 2015 - 04:18 PM
Changing ends to enda and having -ms param and sprite being called by its def name FEM20 fails. Says it's not defined.
#1631 Posted 26 March 2015 - 04:23 PM
I added the beachbab.con into the mx param and it worked but instead of it being the girl I had a still of one my tv's following me.
If I try to use the one Hendricks wrote vbeachbabe.con it:
Including: VBeachBabe.con (6361 bytes)
VBeachBabe.con: In state `BEACHBABESTATE':
VBeachBabe.con:118: error: state `babechecksquished' not found.
VBeachBabe.con:130: error: symbol `vaca_pose' is not a game variable.
VBeachBabe.con:155: error: state `stopbeachbabebathersounds' not found.
VBeachBabe.con:235: error: state `stopbeachbabebathersounds' not found.
VBeachBabe.con:240: error: state `standard_bjibs' not found.
Found 2 warning(s), 5 error(s).
The vanilla con 'beachbab' works but doesn't show the proper tile. Tv following me telling me to watch were I point that thing lololol
This post has been edited by 1337DirtAlliance: 26 March 2015 - 04:48 PM
#1632 Posted 10 April 2015 - 10:40 AM
Nevermind, latest release on the port's webpage fixed the corrupted save game problem and also seems to load my con file again.
This post has been edited by Lava Grunt: 10 April 2015 - 10:47 AM
#1633 Posted 27 April 2015 - 04:13 PM
#1635 Posted 27 April 2015 - 05:23 PM
#1636 Posted 27 April 2015 - 05:33 PM
gamevar TEMP 0 0 gamevar TILT 0 1 onevent EVENT_DOFIRE switch player[THISACTOR].curr_weapon case PISTOL_WEAPON case CHAINGUN_WEAPON setvar TILT 3 break case SHOTGUN_WEAPON setvar TILT 10 break endswitch endevent onevent EVENT_GAME ifactor APLAYER ifvarn TILT 0 { getplayer[THISACTOR].horizoff TEMP addvarvar TEMP TILT setplayer[THISACTOR].horizoff TEMP setvar TILT 0 } endevent
This post has been edited by Fox: 27 April 2015 - 05:34 PM
#1637 Posted 27 April 2015 - 05:46 PM
#1638 Posted 22 May 2015 - 05:53 AM
However, a problem occurs - it appears that the setactorsoundpitch command doesn't set the sound pitch but instead adds/subtracts from what's already there (assuming it modifies the sound after any defined properties are added). This means sound files defined to have a random pitch will affect how setactorsoundpitch is applied. So if by random the defined sound pitch for the sound file gives it +256, then if setactorsoundpitch is set to -512, I end up with only -256 sound pitch.
Is there any way to have the sound pitch for a sound file be exactly what setactorsoundpitch sets? Can I reset the sound pitch for a sound before using setactorsoundpitch? Or is the only solution to remove all defined sound pitch flags from the sound files and use setactorsoundpitch to add them back, but not when my enemies get expanded?
This post has been edited by Chip: 22 May 2015 - 05:59 AM
#1639 Posted 22 May 2015 - 08:19 AM
Chip, on 22 May 2015 - 05:53 AM, said:
The behavior you've described is exactly as intended.
#1640 Posted 28 May 2015 - 04:49 AM
Next question: Can I prevent the player from saving the game? I tried using "setvar RETURN -1" from within EVENT_SAVEGAME, but the event continues as normal and a saved game is created.
This post has been edited by Chip: 28 May 2015 - 04:51 AM