View Full Version : Can I copy paste my con code into eDuke con?
The Stinger
07-26-2000, 05:07 PM
Can I copy paste my con code into eDuke con?
The Stinger
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Lisa Simpson:"C:\Dos>
C:\Dos>Run
Run Dos Run"<HR></BLOCKQUOTE>
Guest
07-26-2000, 07:07 PM
If you code works in v1.4/v1.5 it will work with no troubles at all in eduke (v2.0)
The v2.0 con stuff is the SAME as v1.4/v1.5 except it has EXTRA COMMANDS.
That shold make it a bit clearer. What this basically means is that you get your current cons for atomic/plutonium and then you can just simply add in the new commands and stuff as you see fit, or you can just use the old con commands.
The Stinger
07-27-2000, 04:29 AM
Lucky for me used the Atomic Edition.
The Stinger
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>The Stinger:"What there's a GlDoom!Hahahahaha!"<HR></BLOCKQUOTE>
cyborg
07-27-2000, 06:54 AM
Actually Veldrik I wouldn't recommend it.
It's pointless unless you actually use the Eduke code because Weapons don't work the same (the tile order for the pistol appears to have changed), devastator works differently, pipebomb (for some reason, I thought Photon Man had sent Matteus the defaults) is set to be a normal not trigger weapon etc... which all need to be changed really.
You wouldn't get any benefit.
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RTCM (http://dukertcm.totalconversions.com) - Cyborg (http://dukertcm.totalconversions.com/Cyborg)
-->Your fault<--
The Stinger
07-27-2000, 07:00 AM
http://www.3drealms.com/ubb/icons/icon23.gif Do I have too reprogram the whole .con
if I want to use Eduke?
The Stinger
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>"DNF wasn't built in one day!"<HR></BLOCKQUOTE>
cyborg
07-28-2000, 10:30 AM
Try reading the topic AGAIN. That's just been answered.
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RTCM (http://dukertcm.totalconversions.com) - Cyborg (http://dukertcm.totalconversions.com/Cyborg)
-->Your fault<--
Photon Man
07-28-2000, 10:57 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by cyborg:
Actually Veldrik I wouldn't recommend it.
(for some reason, I thought Photon Man had sent Matteus the defaults)
<HR></BLOCKQUOTE>
Yes, I did send Matteus the defaults for most of the weapons(Pistol, Shotgun, Chaingun, RPG, Shrinker, Expander, Tripmine, Freezethrower). However, the normal devastator weapon shots(DEVISTATORBLAST in the .CONs) doesn't fire properly - you try it; no projectile is launched. I was not able to set the pipebomb to be triggered by the player. Hopefully, these bugs and the others will be fixed by the second release.
cyborg
07-28-2000, 01:19 PM
Photon Man, I already pointed out the devastator works differently and the pipebomb (sigh - I don't write this crap for fun).
However if I remember correctly the pipebomb can be set back to a trigger weapon by changing one of it's properties.
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RTCM (http://dukertcm.totalconversions.com) - Cyborg (http://dukertcm.totalconversions.com/Cyborg)
-->Your fault<--
Photon Man
07-28-2000, 05:20 PM
Cyborg, I was only pointing it out in detail for everyone else.
cyborg
07-28-2000, 05:28 PM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by cyborg:
It's pointless unless you actually use the Eduke code because Weapons don't work the same, devastator works differently, pipebomb... (/B]<HR></BLOCKQUOTE>
Why is this less clear than when you posted it?
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RTCM (http://dukertcm.totalconversions.com) - Cyborg (http://dukertcm.totalconversions.com/Cyborg)
[B]-->Your fault<--
cyborg
07-28-2000, 06:05 PM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Photon Man:
I was not able to set the pipebomb to be triggered by the player. <HR></BLOCKQUOTE>
FLAGS - controls weapon operation using a flag system. From the list below add up all the values of the flags you want set to get the value to set FLAGS to.
1 - 'holstering' clears the current clip and gives you a fresh one.
2 - the weapon 'glows', like the shrinker and expander.
4 - automatic fire.
8 - during 'hold time' fire every frame.
16 - during 'hold time' fire every third frame.
32 - restart for automatic is 'randomized' by RND 3.
64 - uses ammo for each shot.
128 - weapon is the bomb trigger for the pipebomb.
256 - weapon use does not cause user to become 'visible'.
512 - weapon throws the shot item, like the pipebomb.
1024 - check weapon availability at 'reload' time.
2048 - player stops jumping.
I knew I should have taken control of this myself.
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RTCM (http://dukertcm.totalconversions.com) - Cyborg (http://dukertcm.totalconversions.com/Cyborg)
-->Your fault<--
Photon Man
07-28-2000, 06:11 PM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by cyborg:
128 - weapon is the bomb trigger for the pipebomb<HR></BLOCKQUOTE>
Thanks, I don't know why I didn't see that, I went through the stuff loads of times... mainly in the .CONs tho, so that's probably why...
Now I know why I never saw it - It's not mentioned on the EDuke site.
[This message has been edited by Photon Man (edited 07-28-2000).]
Photon Man
07-28-2000, 06:33 PM
Ok, I got it working(kinda), but I had to replace "kick" with the pipebomb trigger, and manually change to it to detonate, as it would not automatically change to the bomb trigger, and there is no key for weapon 10. Also, the pipebomb still detonated by itself, although that isn't really a problem.
cyborg
07-28-2000, 06:39 PM
Tried FIREDELAY?
And why the hell did you need to replace the kick weapon?
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RTCM (http://dukertcm.totalconversions.com) - Cyborg (http://dukertcm.totalconversions.com/Cyborg)
-->Your fault<--
Photon Man
07-28-2000, 06:47 PM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by cyborg:
why the hell did you need to replace the kick weapon?
<HR></BLOCKQUOTE>
I had to do that because to detonate the bomb manually, I had to switch to the trigger. There is no key for weapon 10, so I had to replace one of the weapons that do, so I replaced kick.
cyborg
07-28-2000, 06:57 PM
Tried WORKSLIKE? 0 is weapon 10 surely?
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RTCM (http://dukertcm.totalconversions.com) - Cyborg (http://dukertcm.totalconversions.com/Cyborg)
-->Your fault<--
Photon Man
07-29-2000, 08:34 AM
Here is what I have added to EDUKE.CON, under the "enhanced 16" command:
To manually detonate the pipebombs, I have to switch to the "kick" weapon, as it doesn't automatically switch to the trigger.
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