Duke4.net Forums: EDuke32 Scripting - Duke4.net Forums

Jump to content

  • 124 Pages +
  • « First
  • 17
  • 18
  • 19
  • 20
  • 21
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

EDuke32 Scripting  "CON coding help"

User is offline   Jblade 

#534

How do I use the readarrayfromfile and writearraytofile commands? I tried the obvious (putting the array name after the command) but it just tells me it's a keyword and throws up an error.
0

User is offline   Danukem 

  • Duke Plus Developer

#535

View PostJames, on Jul 7 2010, 02:10 PM, said:

How do I use the readarrayfromfile and writearraytofile commands? I tried the obvious (putting the array name after the command) but it just tells me it's a keyword and throws up an error.


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.
0

User is offline   Jblade 

#536

Cool! just tested it and it works :) thanks!
0

#537

Lol I've got it. If we load an ART file into an array, it might be possible to access some textures directly via the script (for read only, of course).

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

0

#538

Could someone help me to code a little thing?
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 :)

Thanks in advance guys!
0

User is offline   CruX 

#539

View Postinsane_metalhead, on Jul 9 2010, 05:55 AM, said:

Could someone help me to code a little thing?
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 :)

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...
0

#540

View PostEmericaSkater, on Jul 9 2010, 04:11 PM, said:

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...


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.
0

User is offline   CruX 

#541

View Postinsane_metalhead, on Jul 9 2010, 07:59 AM, 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.


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

define THIS_VAGUELY_DESCRIBED_THING_THAT_IS_INVISIBLE 3327

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.
0

#542

Great! That worked well!
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! :)
0

User is offline   CruX 

#543

View Postinsane_metalhead, on Jul 9 2010, 09:20 AM, said:

Great! That worked well!
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! :)


Just change its cstat back to 32768 after it plays the sound. That oughta do it.
0

#544

It worked great :)
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?
0

User is offline   Danukem 

  • Duke Plus Developer

#545

That's not a command, it's a member of the player struct, and you can use it to prevent knuckle cracking by constantly setting it to zero.
0

User is offline   The Commander 

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

#546

setplayer[THISACTOR].crack_time -1

In the APLAYER code.
0

#547

View PostThe 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.
0

User is offline   The Commander 

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

#548

I woudnt have PM'ed it if I knew this was the scripting thread.
I thought it was the DukePlus thread.... (dont ask, I am tired and drunk)
0

User is offline   The Commander 

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

#549

Is there anyway to force the main menu background tile to not be dark.
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. :)

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

0

User is offline   OpenMaw 

  • Judge Mental

#550

View PostThe 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.
0

#551

View PostCommando Nukem, on Jul 13 2010, 08:37 PM, said:

That doesnt seem to stop Duke from cracking his knuckles at the start of a level, though. Hmm.


You could always delete the sound and tiles so you can't see it anymore.
0

User is offline   Mblackwell 

  • Evil Overlord

#552

pretty sure knuckle_incs should be 0

This post has been edited by Mblackwell: 13 July 2010 - 01:45 PM

0

User is offline   Danukem 

  • Duke Plus Developer

#553

View PostMblackwell, on Jul 13 2010, 02:44 PM, said:

pretty sure knuckle_incs should be 0



That's what I told him.
0

User is offline   CruX 

#554

Crack_time is just a counter that knuckle_incs operates on, if I'm right. I think setting it to negative one would keep it from happening, but it still occurs at the beginning of the level if you don't actually alter knuckle_incs.
0

User is offline   Mblackwell 

  • Evil Overlord

#555

View PostDeeperThought, on Jul 13 2010, 06:22 PM, said:

That's what I told him.


Good so it's not just my fuzzy memory then.
0

User is offline   The Commander 

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

#556

Odd, because I only have "setplayer[THISACTOR].crack_time -1" in my code and Duke aint cracking his knuckles on map load, I must have something else somewhere thats stopping it (no idea what) but I don't have "knuckle_incs" anywhere.
0

User is offline   Chip 

#557

For a while now, I have been trying to set the "zvel" value of hitscans so actors can test the line of fire accross the z axis to their target.
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

0

User is offline   Mblackwell 

  • Evil Overlord

#558

View PostChip, on Jul 27 2010, 09:56 AM, said:

For a while now, I have been trying to set the "zvel" value of hitscans so actors can test the line of fire accross the z axis to their target.
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
0

User is offline   Danukem 

  • Duke Plus Developer

#559

He was asking about hitscan, not shooting. What I do is take the difference in Z coordinates between the two actors and shift the result 14 bits to the left, then divide that value by the non-vertical distance between the actors (you can get the nonvertical distance using ldist). I have good results with that. Also remember to scan from the head, not the feet (subtract about 8192 from the scanner's Z coord).
0

User is offline   Chip 

#560

Quote

and shift the result 14 bits to the left,


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 :)
0

User is offline   Danukem 

  • Duke Plus Developer

#561

View PostChip, on Jul 28 2010, 05:07 AM, said:

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 :)


Every shift to the left multiplies the number by 2. So you would be multiplying by 16384. Shifts to the right divide by 2.
0

User is offline   Mblackwell 

  • Evil Overlord

#562

He was asked about the line of fire between two z points. So what if that example uses zshoot? You plug the end value (TEMP3) into hitscan and then look at the return vars.
0

User is offline   Danukem 

  • Duke Plus Developer

#563

View PostMblackwell, on Jul 28 2010, 12:42 PM, said:

He was asked about the line of fire between two z points. So what if that example uses zshoot? You plug the end value (TEMP3) into hitscan and then look at the return vars.


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

0

Share this topic:


  • 124 Pages +
  • « First
  • 17
  • 18
  • 19
  • 20
  • 21
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options