
EDuke32 Scripting "CON coding help"
#3544 Posted 14 September 2024 - 02:57 PM
#3545 Posted 16 September 2024 - 09:48 AM
#3546 Posted 01 October 2024 - 04:35 AM
i can do the inverse with operatemasterswitches and operateactivators, but not "activating" a actor with one of those.
basically i'm trying to make a camera actor that changes the view, plays a little scene, en goes back to its neutral position ( also resets the switch to prevent re-triggering the events )
since the scene will have a random(ish) set of things happening instead of being a one time thing i basically need to have it operate this way.
asa side question, with "tint { pal 0 flags 9 }" applied to all pals, i can make the game run in black and white mode, but that code is initiated in a .defs file, is there a similar function i can use on the fly ingame? it might be fun to have the camera turn the screen to BnW mode.
[edit] it might actually be easier to set up a custom actor with the ifhitspace trigger and run from there..
This post has been edited by jimbob: 01 October 2024 - 05:01 AM
#3547 Posted 01 October 2024 - 10:15 AM

#3548 Posted 01 October 2024 - 01:42 PM
#3549 Posted 03 October 2024 - 03:19 PM
#3550 Posted 12 October 2024 - 05:34 PM
#3552 Posted 14 October 2024 - 01:23 PM
Reaper_Man, on 13 October 2024 - 03:47 PM, said:
That worked great. Thanks a lot. Is there any way to go beyond -99 for "horiz" so that the camera is looking straight down and is not restricted like the Player's view when looking as far down as possible?
#3553 Posted 14 October 2024 - 07:13 PM
VGames, on 14 October 2024 - 01:23 PM, said:
No, it's impossible. Its also not possible to rotate the view in the way that .rotscrnang does on the player which I find to be a frustrating limitation.
#3554 Posted 14 October 2024 - 09:22 PM
Danukem, on 14 October 2024 - 07:13 PM, said:
Ok thanks for that clarification. I figured it wouldn’t be possible. Still what I got right now is excellent as is. Thanks for the help.
#3555 Posted 15 October 2024 - 05:32 AM
I'm surprised .rotscrnang works at all. I'd be curious why it can't work with showview, at least on a conceptual level.
#3556 Posted 15 October 2024 - 11:11 AM
Reaper_Man, on 15 October 2024 - 05:32 AM, said:
I'm surprised .rotscrnang works at all. I'd be curious why it can't work with showview, at least on a conceptual level.
I think it could work but someone has to add the feature. Just my guess though.
#3557 Posted 15 October 2024 - 05:33 PM
#3558 Posted 15 October 2024 - 07:44 PM
VGames, on 15 October 2024 - 05:33 PM, said:
I thought it only worked when used from display events. Are you successfully using it in the player actor code?
#3559 Posted 16 October 2024 - 04:16 AM
Danukem, on 15 October 2024 - 07:44 PM, said:
No my mistake. I forgot to mention I’m using it in the HUD code. One of the display events. Still couldn’t u link it to an actor this way? Like if I had the player spawn an actor behind them and have the showview use that actor’s coordinates so that the screen is showing a better view of what’s actually beneath the player? But still call on showview in the HUD code?
#3560 Posted 16 October 2024 - 04:29 AM
The way you are phrasing this is very weird and doesn't make a lot of sense. I would not describe this as the actor "using" showview, and the showview command does not have any properties referencing sprite ID in the first place.
#3561 Posted 16 October 2024 - 10:30 AM
Reaper_Man, on 16 October 2024 - 04:29 AM, said:
The way you are phrasing this is very weird and doesn't make a lot of sense. I would not describe this as the actor "using" showview, and the showview command does not have any properties referencing sprite ID in the first place.
Yeah I guess I worded it wrong. I meant you can use another’s actors coordinates besides the players for the showview command.
#3562 Posted 31 October 2024 - 07:55 AM
#3563 Posted 31 October 2024 - 10:54 AM
#3564 Posted 31 October 2024 - 11:09 AM
#3565 Posted 31 October 2024 - 12:30 PM
Danukem, on 31 October 2024 - 11:09 AM, said:
I want a way to see enemy positions through walls. Like the railgun on Red Faction.
#3566 Posted 01 November 2024 - 02:12 PM
#3567 Posted 01 November 2024 - 02:58 PM
Reaper_Man, on 01 November 2024 - 02:12 PM, said:
Hey, thanks a lot for the heads up. I'll credit Shotspark and AWOL no matter what if this helps me. I'll check it out ASAP. How do you open the GRP for AWOL? Nothing I have opens it. I normally use GRPViewer.
This post has been edited by VGames: 01 November 2024 - 03:05 PM
#3569 Posted 03 November 2024 - 09:15 AM
This post has been edited by VGames: 03 November 2024 - 09:16 AM
#3570 Posted 03 November 2024 - 09:48 AM
#3571 Posted 03 November 2024 - 10:05 AM
Reaper_Man, on 03 November 2024 - 09:48 AM, said:
Cool man. That explains a lot.
By the way I ended up using the code from AWOL like you said to set up targeting reticles that pop up on enemies when they are on the other side of walls. It works pretty dang good thanks to you, so thanks for allowing me to use some code from AWOL. However, I noticed that when enemies are higher than me, such as a Liztroop flying, the targets are much higher than the actual enemy position on my screen. Were these health stats that appear above the bots in AWOL not setup to accommodate flying bots or bots that were higher than you because the bots in AWOL don't ever fly around or go up above you often? Can this be fixed? It's not a huge deal for me since you can only see enemies on the other side of a wall that you're somewhat close to and enemies aren't necessarily in the air or higher than you anyways while using this see through walls mechanic. I was just wanted to fix it if it was possible just in case.