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EDuke32 Scripting "CON coding help"
#534 Posted 07 July 2010 - 01:10 PM
#535 Posted 07 July 2010 - 01:45 PM
James, on Jul 7 2010, 02:10 PM, said:
readarrayfromfile <arrayname> <quote#>
The name of the file that the array is stored in will be the quote
writearraytofile works the same way. I can add that to the wiki later, if no one else does.
#537 Posted 07 July 2010 - 03:02 PM
EDIT
Added some shit to the Wiki (finally got to register, lol).
This post has been edited by CraigFatman: 08 July 2010 - 11:46 AM
#538 Posted 09 July 2010 - 05:55 AM
I wanted to make a sprite, that's invisible.
When you shoot it, it disappears and a looping sound is playing, so that the sound never goes away.
Is this possible, with that looping sound thingy, because it never works for me
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Thanks in advance guys!
#539 Posted 09 July 2010 - 06:11 AM
insane_metalhead, on Jul 9 2010, 05:55 AM, said:
I wanted to make a sprite, that's invisible.
When you shoot it, it disappears and a looping sound is playing, so that the sound never goes away.
Is this possible, with that looping sound thingy, because it never works for me
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Thanks in advance guys!
Making a sound effect loop is easy. http://wiki.eduke32....iki/Definesound You just set the sound effect's "type" to 3, so it can be used for a music/sfx sprite, and it'll loop (1 is the important part of the bit-field, as it's what actually makes the sound loop). I'd be able to throw together some code so you could see how it'd be done, but I really don't get what you mean in the rest of the post. I mean, if the sprite's invisible in the first place, you wouldn't have to make it 'turn' invisible when it's shot...
#540 Posted 09 July 2010 - 07:59 AM
EmericaSkater, on Jul 9 2010, 04:11 PM, said:
No, I know. What I meant is that the sprite has to disappear eventhough it's invisible. I think it's done with the "killit" command, so when you shoot it again nothing happens.
I just don't know what to put first or to start with.
I got this, and trying to figure out what to do and such:
define WINDACTOR 19 useractor notenemy WINDACTOR cstat 32768 ifpdistl 864 ifcansee ifp palive ifhitweapon { soundonce WIND } enda
But this doesn't does anything.
#541 Posted 09 July 2010 - 08:24 AM
insane_metalhead, on Jul 9 2010, 07:59 AM, said:
I just don't know what to put first or to start with.
I got this, and trying to figure out what to do and such:
define WINDACTOR 19 useractor notenemy WINDACTOR cstat 32768 ifpdistl 864 ifcansee ifp palive ifhitweapon { soundonce WIND } enda
But this doesn't does anything.
There could be several different things wrong with that code that's causing it not to work. If its cstat is set at 32768 it will, indeed, be invisible, but it won't do anything when hit by a weapon because it doesn't have the proper bits to make it "hittable" (or however you'd phrase that). You'll need to add 256 to the cstat (see the cstat page on the wiki to get an idea of how all the bits work). Also, can't really confirm it, but that ifpdistl line could be throwing things out of whack too. A distance check probably isn't necessary if you just want it to execute some kind of code if it gets hit, here's some rough code that'll mostly achieve the effect you're going for...
Quote
useractor notenemy THIS_VAGUELY_DESCRIBED_THING_THAT_IS_INVISIBLE 0
cstat 33024
ifhitweapon { sound BAR_MUSIC } enda
That'll make the actor invisible and be receptive to hits, but it won't be blocked so the player can still walk through it. There's no real need to change the actor after its been hit, because it'll just keep playing the same sound, but it won't start it over again. You definitely won't want to use killit (i.e, delete it from the map) because that'll stop playing the sound altogether. I don't know how your wind ambience sound is defined, but for the bar music sound, I had to change its definesound from this
definesound BAR_MUSIC barmusic.voc 0 0 254 2 0
to this
definesound BAR_MUSIC barmusic.voc 0 0 254 1 0
The sound won't loop if you don't change that one little bit.
#542 Posted 09 July 2010 - 09:20 AM
Only one little thing, could the hitscan of the invisible sprite be removed?
Because eventhough blocking and hitscan is turned of in mapster32, it still got this hitscan effect on it.
Thank you so much EmericaSkater!
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#543 Posted 09 July 2010 - 09:26 AM
insane_metalhead, on Jul 9 2010, 09:20 AM, said:
Only one little thing, could the hitscan of the invisible sprite be removed?
Because eventhough blocking and hitscan is turned of in mapster32, it still got this hitscan effect on it.
Thank you so much EmericaSkater!
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Just change its cstat back to 32768 after it plays the sound. That oughta do it.
#544 Posted 10 July 2010 - 07:30 AM
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Thanks again EmericaSkater.
BTW, is it possible to remove duke from cracking his knuckles? Like when the game starts and when he waits too long?
I found a command in the Eduke32 Wiki like "knuckle_incs"
Can I remove duke from doing that cracking with this command?
#545 Posted 10 July 2010 - 07:38 AM
#547 Posted 10 July 2010 - 11:24 AM
The Commander, on Jul 10 2010, 08:23 PM, said:
setplayer[THISACTOR].crack_time -1
In the APLAYER code.
Great! That worked.
Thanks Commander, and also for PM'ing.
#548 Posted 10 July 2010 - 10:58 PM
I thought it was the DukePlus thread.... (dont ask, I am tired and drunk)
#549 Posted 12 July 2010 - 09:27 PM
I have tried to mess around with the shade and orientation in EVENT_DISPLAYMENU but I can only achieve making the tile darker or black.
I am not tempted to rewrite the whole menu in EVENT_DISPLAYMENUREST.
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EDIT: I tried to photoshop the tile I am using to be brighter, but it does not look like the background I see when I look at the eduke32 credits section.
This post has been edited by The Commander: 12 July 2010 - 09:28 PM
#550 Posted 13 July 2010 - 10:37 AM
The Commander, on Jul 10 2010, 11:23 AM, said:
setplayer[THISACTOR].crack_time -1
In the APLAYER code.
That doesnt seem to stop Duke from cracking his knuckles at the start of a level, though. Hmm.
#551 Posted 13 July 2010 - 10:42 AM
Commando Nukem, on Jul 13 2010, 08:37 PM, said:
You could always delete the sound and tiles so you can't see it anymore.
#552 Posted 13 July 2010 - 01:44 PM
This post has been edited by Mblackwell: 13 July 2010 - 01:45 PM
#553 Posted 13 July 2010 - 03:22 PM
Mblackwell, on Jul 13 2010, 02:44 PM, said:
That's what I told him.
#554 Posted 13 July 2010 - 06:41 PM
#555 Posted 14 July 2010 - 06:16 AM
DeeperThought, on Jul 13 2010, 06:22 PM, said:
Good so it's not just my fuzzy memory then.
#556 Posted 14 July 2010 - 06:41 AM
#557 Posted 27 July 2010 - 06:56 AM
However, I really don't know how I should be going about it and in some tried (and failed) formulas, I didn't even come close.
Basically, what sort of formula do I do to get ahold of a perfect zvel value for the hitscan based on the actor aiming at a higher / lower target?
This post has been edited by Chip: 27 July 2010 - 07:06 AM
#558 Posted 27 July 2010 - 07:30 AM
Chip, on Jul 27 2010, 09:56 AM, said:
However, I really don't know how I should be going about it and in some tried (and failed) formulas, I didn't even come close.
Basically, what sort of formula do I do to get ahold of a perfect zvel value for the hitscan based on the actor aiming at a higher / lower target?
http://wiki.eduke32....or_aim_vertical
#559 Posted 27 July 2010 - 07:58 AM
#560 Posted 28 July 2010 - 04:07 AM
Quote
Now that I have never tried! Mainly because I don't understand what exactly shifting bits do, but its simple enough to add in to my code.
Thanks again
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#561 Posted 28 July 2010 - 07:51 AM
Chip, on Jul 28 2010, 05:07 AM, said:
Thanks again
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Every shift to the left multiplies the number by 2. So you would be multiplying by 16384. Shifts to the right divide by 2.
#562 Posted 28 July 2010 - 11:42 AM
#563 Posted 28 July 2010 - 01:21 PM
Mblackwell, on Jul 28 2010, 12:42 PM, said:
I'm pretty sure that won't work very well. The zshoot example uses shiftvarl VAR 8, whereas my own hitscan code uses shiftvarl VAR 14. As I said, I've had good results with it. I have actors that use hitscan to verify that a target is hittable before aiming at it (necessary, because cansee gives false positives if a target is behind a transparent barrier), and it's been tested extensively. It would be surprising if I was off by a factor of 64. Shiftvarl VAR 8 might seem to work OK at certain angles, but if the target is at a steep vertical angle relative to the shooter, I don't think it will aim high/low enough.
This post has been edited by DeeperThought: 28 July 2010 - 01:24 PM