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Guest
07-14-2000, 07:48 PM
Since Editart and Build kinda seem to go together (and also because there's almost nothing out there for Editart), I'll post this question here: Does anyone know how to make a sprite switch to another sprite when shot? BTW, I've already downloaded the Editart key listing from MapFAQ, and it doesn't have anything about that.



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Joshua Foster
joshua_70448@ureach.com
http://all.at/joshua

Guest
07-14-2000, 11:30 PM
That is actually in the con files.
Lets say if you have the actor liztroop (the lizard thing) and you wanted to change it into a medical sprite once it got shot, then you would just add this to the top of the "actor liztroop"
ifhitweapon cactor COLA

ifhitweapon returns true if the current actor/sprite was hit by a weapon. cactor changes the current actor to another, and COLA is the name of one of the medical sprites. http://www.3drealms.com/ubb/images/icons/smile.gif

You can do much more advanced stuff in eduke, so you could just get any actor, give it a tag in a map to tell it which actor to change to and it could all be automated after that.

Guest
07-16-2000, 11:44 AM
Okay...something else to learn. I was wondering at what point I'd be forced to learn how to edit CON files...shouldn't be too hard to learn; I know where the MapFAQ is for it. Well, here goes.


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Joshua Foster
joshua_70448@ureach.com
http://all.at/joshua

Guest
07-16-2000, 02:28 PM
Well, here's an at least educated question:

I've been playing around with my .CON files (using the FAQ), and I wanted to make an animated sign (tiles #3586-#3615) that switches to a smashed sign (tile #3616) when shot. I set the animated sign's first tile to animate forward for 29 tiles, and I put code in DEFS.CON and GAME.CON to tell the game to switch from animated to smashed when it's shot. However, the code doesn't work. Here's some snippets from the CON files:

--------
GAME.CON
--------
action ASIGNSTILL 0 ASIGNFRAMES 0 1 10

actor ARENASIGN 1 ASIGNSTILL 1
ifhitweapon
{
quote 122
cactor ARENASIGNBROKE
}
enda

--------
DEFS.CON
--------
define ARENASIGN 3586
define ARENASIGNBROKE 3616
define ASIGNFRAMES 30


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Joshua Foster
joshua_70448@ureach.com
http://all.at/joshua

Guest
07-16-2000, 02:56 PM
I accidentally left a testing line in one of those snippets above. I was using "quote 122" to see if the game was actually detecting a shot on the sign. I already defined Quote #122, so that can't be the problem.


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Joshua Foster
joshua_70448@ureach.com
http://all.at/joshua

cyborg
07-16-2000, 05:31 PM
Your question is answered in the Dukeworld forum under your other alias.

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RTCM (http://dukertcm.totalconversions.com) - Cyborg (http://dukertcm.totalconversions.com/Cyborg)

-->Your fault<--

Guest
07-16-2000, 06:34 PM
Well, so much for CON editing for now. I've only got Duke Nukem 1.3D. I'll have to get DN 1.5 sometime. Well, thanks anyway.


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Joshua Foster
joshua_70448@ureach.com
http://all.at/joshua

Guest
07-16-2000, 11:29 PM
Something like this will do it
Just put in the satellite actor (489) in to the map somewhere and change its palette to 4
I have commented the following a little bit so you know what is going on.
PS - this replaces the satellite code. If you leave it as the default palette (0) then it will behave like a normal satellite.




Con Editing Information Document v1.3 (online HTML) http://www.dukeworld.com/oglbt/h_confaq.htm

for PDF and ZIP archived goto http://www.dukeworld.com/oglbt and look for the link

Guest
07-24-2000, 06:59 PM
Thanks for the help. I placed the code in, and tried the sign again. I noticed that it was still on palette 4 (black) when I played, so I changed the "spritepal 4" under the ANIMSIGN ifaction to "spritepal 0". Now, the sign shows up, and it shatters when shot, but the sign disappears when shot. Tile #3616 is a valid tile, and has the image of the shattered sign.


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Joshua Foster
joshua_70448@ureach.com
http://all.at/joshua

Guest
07-24-2000, 07:12 PM
I am not quite sure what the hell you are on about, but I think what you are saying (apart from where I stuffed up the palletes http://www.3drealms.com/ubb/images/icons/smile.gif) is that the sign didn't dissapear after it was shot?
If so, then the following might work.