Duke4.net Forums: Photonic - Viewing Profile - Duke4.net Forums

Jump to content

Hide message Show message
Welcome to the Duke4.net Forums!

Register an account now to get access to all board features. After you've registered and logged in, you'll be able to create topics, post replies, send and receive private messages, disable the viewing of ads and more!

Reputation: 1240 My posts turn threads into gold
Group:
Members
Active Posts:
2,554 (0.97 per day)
Most Active In:
Everything EDuke32 (667 posts)
Joined:
04-July 11
Profile Views:
19,542
Last Active:
User is offline Aug 06 2018 01:21 PM
Currently:
Offline

My Information

Age:
Age Unknown
Birthday:
Birthday Unknown
Gender:
Male Male
Location:
Canada

Contact Information

E-mail:
Private

Latest Visitors

Posts I've Made

  1. In Topic: Those simple questions thread

    06 August 2018 - 01:21 PM

    View PostEchelon5, on 06 August 2018 - 12:44 PM, said:

    How would I go about adding unique item pickup sounds? You know, giving health their own sound, ammo, etc. I'm assuming it's somewhat similar to ZDoom, where you define a new set of sounds, then tell the pickup event to play the sound. I'm just not sure where to begin.


    It's a 2 part process, 1st you'll need to define your new sound in USER.CON/DEFS.CON, then in GAME.CON find the actor (item) you want to modify and set it to play the new sound.

    You'll be looking for stuff like this, also the wiki will be helpful http://wiki.eduke32.com/wiki/Scripting

    //DEFS.CON
    define SHOTGUN_FIRE                   109
    
    //USER.CON
    definesound SHOTGUN_FIRE        shotgun7.voc      0    512    254 0   0
    
    //GAME.CON
    state getcode
      ifactor ATOMICHEALTH
        globalsound GETATOMICHEALTH
      else
        globalsound DUKE_GET
      palfrom 16 0 32
      ifrespawn
      {
        move RESPAWN_ACTOR_FLAG
        spawn RESPAWNMARKERRED
        cstat 32768
      }
      else
        killit
    ends
    
    actor AMMO
      fall
      ifmove RESPAWN_ACTOR_FLAG
        state respawnit
      else
        ifp pshrunk nullop
        else
          ifp palive
            ifcount 6
              ifpdistl RETRIEVEDISTANCE
                ifcanseetarget
          {
            addammo PISTOL_WEAPON PISTOLAMMOAMOUNT
            quote 65
            ifspawnedby AMMO
              state getcode
            else
              state quikget
          }
    enda
    
  2. In Topic: Ion Maiden

    21 July 2018 - 06:13 AM

    The .art file has a different header than original tiles##.art, it's possible that reading the source code you could learn how to open it, but it could be that Voidpoint wants to keep it locked and that code could be separated from public builds of Eduke32 very simply if they desired. I won't try to do it.
  3. In Topic: Eduke32: play with gamepad

    14 July 2018 - 04:25 PM

    Another desparate measure that I've had some success with is mapping the gamepad to mouse and keys with something like xmapper.
  4. In Topic: Sprites Disappearing

    14 July 2018 - 04:03 AM

    View PostMaisth, on 13 July 2018 - 04:16 PM, said:

    Why i do that its because the map has a lot of sprites and sectors, and since the sprites disappear when you are not on the main sector the solution i found was to change all the sprite's sectnum to the main one where the player will be able to see all of them.


    For your information, all sprites disappear when the player can't "see" the sector the sprite is in. It's not exactly about the player needing to be on the main sector as you say. I know its a tiny detail but it may help with your map making so I brought it up. Maybe you could join non-adjacent sectors (in expert mode) which will trick the game into drawing some sprites in situations where it normally will not.
  5. In Topic: Sprites Disappearing

    13 July 2018 - 03:43 PM

    Mapster will correct the sectnum when it saves the map.

    Why are you manually changing sectnum?

    "but i've been wondering, is there an easier way to change all the sprites Sectnumber at the same time?"

    open the console ~
    type "include samples/a"
    "do for i allsprites { set sprite[i].sectnum ### }

Comments

Photonic has no profile comments yet. Why not say hello?


All copyrights and trademarks are property of their respective owners. Instead of reading this text, you could be playing Ion Maiden! ;) © 2018 Voidpoint, LLC

Enter your sign in name and password


Sign in options