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EDuke32 Scripting "CON coding help"
#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)
-
eduke32_FreshInstall.log (1.9K)
Number of downloads: 643 -
eduke32_WithTheIncludeInConAndInShortcut.log (1.54K)
Number of downloads: 676
#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
#1642 Posted 13 June 2015 - 10:18 AM
#1643 Posted 01 July 2015 - 03:21 PM
#1644 Posted 01 July 2015 - 04:22 PM
Trooper Dan, on 01 July 2015 - 03:21 PM, said:
http://wiki.eduke32....wiki/LOGO_FLAGS
#1645 Posted 09 July 2015 - 09:53 PM
Can I submit a variable from one lua-class to other lua-class?
I must use a function?
Why doesn't work suck code
-- Main.lua module(...) se = con.actorvar(0) require "end_gamevars" local se64 = require("se64")
and I have an error in se64 lua class:
-- SE64.lua local se = se
"attempt to read undeclared variable 'se' "
Can I submit se variable from Main to SE64?
This post has been edited by M210: 10 July 2015 - 08:30 AM
#1646 Posted 11 July 2015 - 05:07 AM
Cus someone told me how. No need for that post.
This post has been edited by Zaxtor: 22 July 2015 - 08:22 AM
#1647 Posted 27 August 2015 - 08:49 AM
#1648 Posted 27 August 2015 - 10:28 AM
#1649 Posted 31 August 2015 - 10:05 AM
#1650 Posted 04 September 2015 - 12:34 AM
I tried ifawayfromwall - works only on border of two sectors. On a step for example. If to stand at a wall, distance too big. Player too thick
This post has been edited by Mr. Alias Nameless: 04 September 2015 - 12:34 AM