Fox, on 21 September 2015 - 11:55 AM, said:
Cheers Fox
D'Oh!
TTFN,
Jon
Fox, on 21 September 2015 - 11:55 AM, said:
This post has been edited by NightFright: 22 September 2015 - 07:56 AM
This post has been edited by Daedolon: 24 September 2015 - 10:49 AM
Daedolon, on 24 September 2015 - 10:43 AM, said:
gamevar LOGO_DUKENUKEM 0 0?
This post has been edited by NightFright: 25 September 2015 - 12:13 AM
gamevar LOGO_FLAGS 2095359 0in GAME.CON and my own custom .CON to disable all cutscenes but nothing. They all still show up.
gamevar LOGO_FLAGS 223 0to disable Duke Nukem text appearing but it still shows up.
gamevar LOGO_FLAGS 251 0to disable menu music but that didn't work either. What did I miss?
This post has been edited by Jenz/Amaka: 26 September 2015 - 12:41 AM
This post has been edited by The Mechanic: 26 September 2015 - 04:28 AM
This post has been edited by December Man: 27 September 2015 - 03:24 AM
{
sizeat 42 40
cstator 257
}
This post has been edited by Mark.: 30 September 2015 - 11:07 AM
Jenz/Amaka, on 30 September 2015 - 07:36 AM, said:
{
sizeat 42 40
cstator 257
}
appendevent EVENT_LOADACTOR
switch sprite[THISACTOR].picnum
case LIZMAN
case LIZMANSTAYPUT
case LIZMANSPITTING
case LIZMANJUMP
sizeat 40 40
clipdist 80
cstator 257
break
endswitch
endevent
actor LIZMANSTAYPUT LIZSTRENGTH ai AILIZGETENEMY cactor LIZMAN enda
actor LIZMANSPITTING LIZSTRENGTH ai AILIZSPIT cactor LIZMAN enda
actor LIZMANJUMP LIZSTRENGTH ai AILIZJUMPENEMY cactor LIZMAN enda
actor LIZMAN LIZSTRENGTH
useractor enemy LIZMANSTAYPUT LIZSTRENGTH ai AILIZGETENEMY cactor LIZMAN enda
useractor enemy LIZMANSPITTING LIZSTRENGTH ai AILIZSPIT cactor LIZMAN enda
useractor enemy LIZMANJUMP LIZSTRENGTH ai AILIZJUMPENEMY cactor LIZMAN enda
useractor enemy LIZMAN LIZSTRENGTH
This post has been edited by Fox: 01 October 2015 - 01:36 AM
Fox, on 30 September 2015 - 01:02 PM, said:
appendevent EVENT_LOADACTOR
switch sprite[THISACTOR].picnum
case LIZMAN
case LIZMANSTAYPUT
case LIZMANSPITTING
case LIZMANJUMP
sizeat 40 40
clipdist 80
cstator 257
break
endswitch
DS_GAME.CON: In event `EVENT_LOADACTOR': DS_GAME.CON:33: error: parameter `ANULLACTION' is undefined. DS_GAME.CON:33: error: expected a keyword but found `0'. Found 0 warning(s), 2 error(s).
action ANULLACTION 0
This post has been edited by Daedolon: 01 October 2015 - 01:37 AM
Fox, on 01 October 2015 - 01:36 AM, said:
The Mechanic, on 02 October 2015 - 11:22 AM, said:
The Mechanic, on 02 October 2015 - 11:22 AM, said:
Trooper Dan, on 02 October 2015 - 01:22 PM, said:
Trooper Dan, on 02 October 2015 - 01:22 PM, said:
gamevar ticky 0 0
gamevar startupdebug 1 0
// Called once per "tic" _per_ _actor_. Not clear if this gets called for actors that the
// game has decided are temporarily zombied ? Jonz sprites are not useractors so maybe
// will never be zombied ??
onevent EVENT_GAME
ifvarn startupdebug 0
{
... dump some debug stuff
setvar startupdebug 0
}
// Fudge: There is no event that runs once per tick so we need to infer one.
// Ticks are roughly in milliseconds. This is NOT accurate for multiplayer
// and game should never sync to this for multiplayer. TODO: Use what else?
getticks temp1
setvarvar temp2 temp1
subvarvar temp2 ticky
ifvarg temp2 33 // Roughly 30 times per second. Ish.
{
setvarvar ticky temp1
// Process jonz main sprite system
// This is more efficient this way otherwise I'd be searching chains of
// groups of sprites for every actor on every tick. What I need is an EVENT_GAME
// that runs once per game tic but there isn't one ?
state process_allsectormonitors
state update_sectorchangers
//state move_sprite_groups TODO
// TODO : revise this if how sounds are played is influenced by THISACTOR
state update_jsounds
}
// These effects may spawn objects so will only work if THISACTOR is correctly set.
state update_alljeffects
state update_alljrespawns
endevent
The Mechanic, on 02 October 2015 - 11:40 PM, said:
appendevent EVENT_KILLIT
ifactor RESPAWN
{
setvar RETURN -1
setactor[THISACTOR].extra 0
}
endevent
The Mechanic, on 02 October 2015 - 11:40 PM, said:
The Mechanic, on 02 October 2015 - 11:40 PM, said:
onevent EVENT_GAME
ifactor MYACTOR
setactor[THISACTOR].httimetosleep 0
endevent
This post has been edited by Fox: 03 October 2015 - 12:22 AM
Fox, on 03 October 2015 - 12:22 AM, said:
Fox, on 03 October 2015 - 12:22 AM, said:
appendevent EVENT_KILLIT
ifactor RESPAWN
{
setvar RETURN -1
setactor[THISACTOR].extra 0
}
endevent
Fox, on 03 October 2015 - 12:22 AM, said:
getactor[THISACTOR].sectnum temp getsector[temp].somethingorother ....
getsector[THISACTOR].somethingorother ...
Fox, on 03 October 2015 - 12:22 AM, said:
Fox, on 03 October 2015 - 12:22 AM, said:
Fox, on 03 October 2015 - 12:22 AM, said:
onevent EVENT_GAME
ifactor MYACTOR
setactor[THISACTOR].httimetosleep 0
endevent
The Mechanic, on 03 October 2015 - 01:47 AM, said:
The Mechanic, on 03 October 2015 - 01:47 AM, said:
The Mechanic, on 03 October 2015 - 01:47 AM, said:
getactor[THISACTOR].sectnum temp getsector[temp].somethingorother ....
getsector[THISACTOR].somethingorother ...
The Mechanic, on 03 October 2015 - 01:47 AM, said:
setvar temp 0
whilevarvarn temp MULTIMODE
{
getplayer[temp].max_actors_killed temp2
addvar temp2 1
setplayer[temp].max_actors_killed temp2
addvar temp 1
}
The Mechanic, on 03 October 2015 - 01:47 AM, said:
The Mechanic, on 03 October 2015 - 01:47 AM, said:
The Mechanic, on 03 October 2015 - 01:47 AM, said:
This post has been edited by Fox: 03 October 2015 - 02:14 AM
Fox, on 03 October 2015 - 02:14 AM, said:
setvar temp 0
whilevarvarn temp MULTIMODE
{
getplayer[temp].max_actors_killed temp2
addvar temp2 1
setplayer[temp].max_actors_killed temp2
addvar temp 1
}
Fox, on 03 October 2015 - 02:14 AM, said:
Jblade, on 03 October 2015 - 02:50 AM, said:
This post has been edited by The Mechanic: 03 October 2015 - 05:03 AM
This post has been edited by Mark.: 03 October 2015 - 05:57 AM