Duke4.net Forums: Firefly_Trooper - 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: 8 Neutral
Group:
Members
Active Posts:
187 (0.16 per day)
Most Active In:
Duke Nukem 3D maps & level editing (95 posts)
Joined:
02-October 15
Profile Views:
2,901
Last Active:
User is offline Yesterday, 07:27 AM
Currently:
Offline

My Information

Age:
30 years old
Birthday:
December 7, 1987
Gender:
Male Male

Contact Information

E-mail:
Click here to e-mail me

Posts I've Made

  1. In Topic: CON coding problems.

    19 November 2018 - 09:32 AM

    Hi Jimmy ! I added "state troopshrunkstate" for a test.

    Mmmh ... I think my result is a bit complicated.

    I'll have to redo this code, but that applies to absolutely all the narrowed monsters, and ONLY, for the all monsters shrunked.

    1. Monsters of normal size, BLOODPOOL by default (40 40).
    2. Monsters of reduced sizes, BLOODPOOL reduced (between 10 10 and 20 20 according to the desired result).

    Moreover, it will be necessary to change the permanent execution of the sprites. Stopped the reduction of a puddle of blood that already small.

    On the other hand, my code "onevent" with "EVENT_GAME", works very well for BOSS. BLOODPOOL size 60 60 is fixed.
  2. In Topic: CON coding problems.

    18 November 2018 - 04:48 PM

    Example for the LIZTROOP code:

    onevent EVENT_GAME // little bloodpool for monsters shrunked
      switch sprite[THISACTOR].picnum
      case BLOODPOOL
      ifspawnedby LIZTROOP
      { 
        state troopshrunkstate
        sizeto 10 10
      }
      break
      endswitch
    endevent


    This code works, but it supports the unshrunk LIZTROOP. I'll have to look at the code again.
  3. In Topic: CON coding problems.

    18 November 2018 - 04:07 PM

    Last question about BLOODPOOL sprite. When I use this same code for shrunken monsters, the sprite BLOODPOOL bug a bit when Duke walks on it. It is as if the puddle continues to be diminished when it is already small. Is there a value that blocks the size action of a sprite ?
  4. In Topic: CON coding problems.

    18 November 2018 - 03:42 PM

    onevent EVENT_GAME // big bloodpool for BOSS1
      switch sprite[THISACTOR].picnum
      case BLOODPOOL
      ifspawnedby BOSS1
      sizeto 60 60
      break
      endswitch
    endevent


    I changed "onevent" and it works better. Thanks ! Now, I will make sure to remove the appearance of items, when a monster is shrunk.
  5. In Topic: CON coding problems.

    18 November 2018 - 01:49 PM

    The famous code of "spritepal" that has not been solved, even reading the wiki, I always feel overwhelmed.

    While waiting to finally have an answer to this problem, I took care of another code still related to the BOSS.

    I made a code with "onevent" to enlarge the BLOODPOOL in a progressive way.

    onevent EVENT_SPAWN // big bloodpool for BOSS2
      switch sprite[THISACTOR].picnum
      case BLOODPOOL
      ifspawnedby BOSS2
      sizeat 60 60
      break
      endswitch
    endevent


    It works well, except that the sprite "BLOODPOOL" appears brutally, without progressive animation frame. I wanted to replace "sizeat" with "sizeto" and it did not work. I also tried this:

    onevent EVENT_SPAWN // big bloodpool for BOSS2
      switch sprite[THISACTOR].picnum
      case BLOODPOOL
      ifspawnedby BOSS2
      setactor[THISACTOR].xrepeat 60
      setactor[THISACTOR].yrepeat 60
      break
      endswitch
    endevent


    Result, nothing!

    How can we show some sprites in a progressive way? Thanks you for your answers.

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