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Reputation: 213 My posts turn threads into gold
Active Posts:
252 (0.12 per day)
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Everything EDuke32 (104 posts)
24-June 13
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User is offline Today, 02:55 PM

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Posts I've Made

  1. In Topic: how to create a new hud?

    10 January 2019 - 03:59 PM

    Create an event (wherever you want) called EVENT_DISPLAYREST and write there your code for the new hud.

    With rotatesprite you can place the decorative sprites. For getting the current ammo, save first the curr_weapon value inside a var, and then use that var along with ammo_amount to get the current weapon's ammo. To show it on screen, use digitalnumber.

    If you manage to do it, then use got_access to determine when to draw the small key icons.

    I hope I have explained it clearly. If not, feel free to ask whatever you want. :)
  2. In Topic: How would you fit strippers/chicks into Duke 5?

    04 January 2019 - 07:35 AM

    Strippers, pigcops and Duke's one-liners have been overused since Duke 3D. They should do something new, something different, like they did between Duke Nukem 2 and Duke Nukem 3D. I don't want another Duke 3D parody, just a fun and simple game, which means that I don't care if Duke is muted off, or if the graphics are outdated or if there is not strippers.

    Sorry for my radical and minority opinion. I know lot of people will disagree, and I understand why, but I just wanted to express it because I think Duke is stuck in his past trying to be as cool as Duke 3D was.
  3. In Topic: Those simple questions thread

    04 January 2019 - 04:45 AM

    Both sprites showed in the pic use the same tile (I was referring to it like XXX in the code), which makes me think that findnearactor and its variants ignore their own actor and only return an ID if other sprite is inside the radius.

    I used ifcount and resetcount to send the elevator back to the upper floor after a short period of time (so I can prevent noobs from dying by falling through the hole :D), like the elevators in Doom or in Tekwar. It only starts counting when both sprites are near each other.
  4. In Topic: Those simple questions thread

    03 January 2019 - 04:01 PM

    A bit late, but thank you both for your help. Unfortunately, I couldn't use your solutions. What Forge said was useful, but the elevator worked only once, and Photonic's solution was almost perfect, but then I couldn't call the elevator from the lower floor, and I didn't want to place a button for it.

    I decided then to create an invisible actor, and placed two copies of it, one inside the elevator and the other one on the lower floor, like this:
    Posted Image

    With this code, the elevator returns (from the lower floor) to it's initial position (the upper floor):
    onevent EVENT_SPAWN
      ifactor XXX cstat 32768
    actor XXX
      ifspritepal 1
        findnearactorz XXX 32 16 TEMP
        ifvarn TEMP -1 ifcount 128
        { getactor[THISACTOR].sectnum TEMP operatesectors TEMP THISACTOR resetcount }
  5. In Topic: Those simple questions thread

    21 December 2018 - 03:05 PM

    I think this was asked some years ago somewhere in the forums, but I can't find it. Is there any way to make an elevator platform (lo-tag 16 or 17) return to its initial position after being used? Something like a door with a SE 10. Maybe some Build trick or some CON code?


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