View Full Version : Btw im at the time i'll need the code about warping to other episode (read for more)
Zaxtor
02-21-2008, 05:03 AM
Like example
Let say in example for fun E1L4 to E5L2
then another one back E5L2 to E1L4 (probably i make a var to prevent player to return again to E5L2 by spawning a barrier or wall)
I know that every enemys, ammo etc will respawn but player wont lose his weaps, inventory etc..
Zaero
02-21-2008, 06:39 AM
Probably impossible.. :(
Zaxtor
02-21-2008, 06:50 AM
I heard it was possible, some people said conhack may make it possible, but every monsters, ammo etc respawn when you return to map etc.
DeeperThought
02-21-2008, 09:55 AM
You can use the startlevel command for that, but IIRC doing that does not update the VOLUME and LEVEL vars. That means that if you use it to warp from E1L1 to E4L2, then if you exit E4L2 normally, you will end up in E1L2.
Usurper
02-21-2008, 06:49 PM
Levels-per-volume limit was raised to 32. Switching volumes shouldn't be necessary anymore.
Radar1013
02-21-2008, 08:26 PM
32 levels aren't be enough, there are 39 levels in the whole game.
Zaxtor
02-21-2008, 10:14 PM
I need a lil help
what i put in
startlevel <gamevar1/parameter1> <gamevar2/parameter2> ?
Lord Misfit
02-21-2008, 10:57 PM
startlevel <volume> <level>
However remember that VOLUME and LEVEL are [episode# - 1] and [level# - 1], so E1L4 would be Volume 0, Level 3, while E5L2 would be Volume 4, Level 1.
If that makes sense. >_>
Zaxtor
02-21-2008, 11:01 PM
Like user.con
Episode 1 is seen as 0
E4 seen as 3
E5 as 4 etc...
I do
startlevel episode(number) level(number)
but why theres para/var 1 and 2? like it can do 2 things at once?
Zaxtor
02-22-2008, 12:30 AM
Seems to work.
I removed the setvar 0 if u die to prevent the player from (cheating) to reneter it D:
useractor notenemy QUANTUM_VORTEX
sizeat 16 16
cstator 16
ifvare VORTEXCOLLAPSE 1 { killit }
ifvare VORTEXCOLLAPSE2 1 { killit }
enda
useractor notenemy QUANTUM_VTX_CORE
cstator 32768
ifvare VORTEXCOLLAPSE 1 { killit }
ifvare VORTEXCOLLAPSE2 1 { killit }
getactor[THISACTOR].sectnum temp
getplayer[THISACTOR].cursectnum temp2
ifvarvare temp temp2
{
ifspritepal 3 { startlevel 0 1 palfrom 64 64 64 64 setvar VORTEXCOLLAPSE 1 killit }
ifspritepal 4 { startlevel 4 1 palfrom 64 64 64 64 setvar VORTEXCOLLAPSE2 1 killit }
}
enda
PS ill run further testing about full function in mod etc.
Zaxtor
02-22-2008, 03:46 AM
It 100% worked :D
(to prevent from spoiling the mod's secret i will demostrate an example by ?'ing the original episode)
Let say my trick was.
E?L?
E?L? (some secret hidden in this level)
- E5L1
- E5L2
- E5L3
- E5L4
- E5L5
- E5L6 (then a gate to bring you back to the E?L?
E?L?
E?L?
blah blah to last level of the episode.
Trick doesn't mess up the fuction of the episode nor secrets.
Is like the episode having 17 levels (if you take the secret to the ARCHLEVELS). Also once you return to the normal level where you entered the secret, the var stay set even if you die so it prevents the player from returning to the secret again.
The Commander
02-22-2008, 04:12 AM
I dont get it? Why would I want to redo levels that I allready have done?
Zaxtor
02-22-2008, 04:48 AM
Is not at the end of the level.
Is like about less than hallf.
Level is somewhat short neways.
You can avoid secret if you don't wanna goto the deadly arch levels.
PS
let say secret is at the E3L6 (which is not), you goto secret, finish all 6 arch levels,
U return to E3L6 not E3L1. you do not lose weaps nor items.
accept key cards probably.
Zaero
02-22-2008, 09:03 PM
It 100% worked :D
Congratulations, I'm glad I was wrong. ;)
Mr. Pink
02-22-2008, 09:06 PM
Excellent, Zaxtor!
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