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Reputation: 8 Neutral
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Active Posts:
187 (0.16 per day)
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Duke Nukem 3D maps & level editing (95 posts)
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02-October 15
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User is offline Yesterday, 07:27 AM
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My Information

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

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Topics I've Started

  1. CON coding problems.

    14 November 2018 - 04:32 AM

    Hello ! Having done three thousand times different threads, in each different section, Trooper Dan kindly advised me to stop and simply make a real thread, all my improvements and my coding problems.

    What strikes me is that simple solutions never hit my mind the first time. :lol:

    So, I'll post here, most of the problems that I can not fix (for the moment).

    We will resume from the beginning. I will relaunch the subject of BOSS, before the other subject: "bloodpool sprite resize"

    --------------------------------------------------------------------------------- -------------------
    --------------------------------------------------------------------------------- -------------------
    --------------------------------------------------------------------------------- -------------------
    --------------------------------------------------------------------------------- -------------------

    The subject concerned the value "ifspritepal 3" that I chose for a specific action: to make in first action, a BOSS which advances towards the player, before it attacks.

    I tested and placed the code in the file, and it did not work. My question was this:

    state checkboss2seekstate
      ai AIBOSS2SEEKENEMY
      ifspritepal 0 nullop
      else   // a fake way of doing a ifspritepal NOT.
      ifspritepal 3 nullop
      else
      ifspritepal 22 nullop
        else
        move PALBOSS2RUNVELS seekplayer
    ends


    Do I have to put the same code each time there is "pal 0" and "pal 22" ?
  2. Bloodpool sprite resize

    13 November 2018 - 01:17 PM

    New thread, for another code detail.

    What is the best way to gradually show the bloodpool sprite with the chosen size?

    I created a code for the boss2, but the sprite appears the first time, without frame animation.

    I'm looking for another way, to make the game more consistent, for the killing of shrunken monsters and boss.

    1. Little bloodpool for the monsters shrunked
    2. Big bloodpool for the boss
  3. Shrunk monsters: respawn action.

    10 November 2018 - 07:13 AM

    New post for a particular topic about sprites.

    When a monster is shrunk, I can now kill it another way. This has been improved for a while, by correcting codes.

    However, I noticed two things that are not consistent.

    1. A Liztroop that has been shrunk, will generate large ammunition and BLOODPOOL.

    I would like to reduce the BLOODPOOL and removed the appearance of ammunition, only when they are shrunk. If the ammunition appeared are also small sizes, it will not be logical either.
  4. Scorpion Tank (unused first brown tank for Atomic Edition)

    10 November 2018 - 07:00 AM

    Hello everyone!

    Thanks to the fan community, I was able to save the first Brown Pig Tank from the Atomic Edition. However, I have two small unresolved issues.

    1. The sound "ROAM" when it moves, does not work at all.
    2. He never attacks the player automatically.

    I remember that this code is not of myself but found here: http://www.nitro404....d=scorpion_tank

    Here is the code:

    define SCORPIONTANK 7170
    
    define SCORPIONTANKSTRENGTH 1000 // More than twice as strong
    
    // NEW Scorpion Tank
    
    action ASCORPIONTANKSPIN 0 1 7 1 4
    action ASCORPIONTANKSHOOTING 7 2 7 1 15
    action ASCORPIONTANKWAIT 0 1 7 1 1
    action ASCORPIONTANKDESTRUCT 0 1 7 1 1
    action ASCORPIONTANKDEAD 0 1 7 1 1
    
    move SCORPIONTANKFORWARD 260  // More than twice as fast
    move SCORPIONTANKSTOP
    
    state tank_explode
     debris SCRAP3 10
     debris SCRAP1 7
     debris SCRAP4 8
     debris SCRAP2 9
     debris SCRAP5 8
     guts JIBS6 8
    ends
    
    state shoot_rpg 
    sound TANK_ROCKET // a blank sound slot
    shoot RPG
    ends
    
    state drop_rpg
    ifrnd 64 spawn RPGAMMO
    ends
    
    useractor enemy SCORPIONTANK SCORPIONTANKSTRENGTH fall
    ifpdistl 1024 { ifp palive { palfrom 63 63 addphealth -100 } } // Running over
    
      ifaction 0
      {
        action ASCORPIONTANKWAIT
        cstat 257
        clipdist 100
      }
      else
        ifaction ASCORPIONTANKSPIN
      {
        soundonce SCORPIONTANK_ROAM
    
        ifactioncount 20
        {
          ifrnd 16
            ifcansee
              ifcanshoottarget
          {
            move TANKSTOP geth
            action ATANKSHOOTING
            stopsound SCORPIONTANK_ROAM
          }
        }
    
        ifrnd 16
          move SCORPIONTANKFORWARD seekplayer
      }
      else
        ifaction ASCORPIONTANKSHOOTING
      {
        ifactioncount 22
        {
          ifpdistg 4192
          {
            
            ifrnd 128 state shoot_rpg else { sound TANK_MORTER shoot MORTER } // Makes it have a 50/50 chance
                                                  // whether it shoots a grenade
                                                  // or a rocket.
          }
          resetcount
          move 0 action ASCORPIONTANKWAIT
        }
        else
          ifactioncount 2
        {
          ifcansee
          {
            ifpdistl 16384
            {
              ifrnd 128
              {
                sound TANK_JOKE // I used JOKE because it was like a blank slot.
                shoot SHOTGUN  // stronger bullet
              }
            }
            else
              ifrnd 128
            {
              sound PRED_ATTACK
              shoot FIRELASER
            }
          }
          else
          {
            move SCORPIONTANKFORWARD seekplayer
            action ATANKSPIN
          }
        }
    
        ifrnd 16
        {
          stopsound SCORPIONTANK_ROAM
          move TANKSTOP faceplayerslow
        }
      }
      else
        ifaction ASCORPIONTANKWAIT
      {
        ifactioncount 32
        {
          move SCORPIONTANKFORWARD seekplayer
          action ATANKSPIN
        }
      }
      else
        ifaction ASCORPIONTANKDESTRUCT
      {
        ifactioncount 64
          action ASCORPIONTANKDEAD
        else
          ifactioncount 56
           sound LASERTRIP_ARMING
         else
           ifactioncount 48
             sound LASERTRIP_ARMING
         else
           ifactioncount 32
             sound LASERTRIP_ARMING
         else
           ifactioncount 16
             sound LASERTRIP_ARMING
         break
      }
      else
        ifaction ASCORPIONTANKDEAD
      {
        addkills 1
        hitradius 6144 TOUGH TOUGH TOUGH TOUGH
        sound LASERTRIP_EXPLODE
        state tank_explode
        spawn EXPLOSION2
        state drop_rpg
        ifrnd 128 spawn BURNING
        spawn PIGCOP
        killit
      }
    
      ifhitweapon
      {
        ifdead
          action ASCORPIONTANKDEAD
        else
        {
          debris SCRAP1 4
          ifaction ASCORPIONTANKSHOOTING break
    
          ifrnd 192
          {
            move SCORPIONTANKSTOP geth
            action ASCORPIONTANKSHOOTING
            stopsound SCORPIONTANK_ROAM
          }
        }
      }
    
      ifpdistl 1280
        ifhitspace
          ifp pfacing
            ifangdiffl 512
              action ASCORPIONTANKDESTRUCT
    enda
    
  5. Flamethrower! (new ammo for WT)

    23 October 2018 - 08:21 AM

    Hello everyone ! I have finished importing the contents of Nuclear Winter and now I am attacking WT.

    All I have to do for the WT is to add the BOSS5, the Firefly and of course, the flamethrower.

    Posted Image




    I had already posted a thread on adding new weapons, but in the wrong section. This time it will be the right one.

    I have integrated the lines of codes of this weapon into my files, and all that is wrong is that the weapon does not appear on the screen.

    I already have a lot of knowledge in code, although I still have a long way to go. I would like to be able to finally integrate a new weapon and that is why I solicit again the help of the community.

    Thank you very much.

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