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Guest
11-19-2000, 03:02 PM
I'm looking for a good, FREQUENTLY VISITED forum where visitors can ask and answer questions about CON-hacking of Duke Nukem 3D.

Thank you.

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Usurper
11-19-2000, 03:42 PM
Warfare TC editing forum:
http://boards.eesite.com/board.cgi?boardset=69CONAN&boardid=wareditb&spec=3571571

Or you can just ask here. It's visited, just nobody's posting lately.

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Usurper
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aesire@hotmail.com
http://dukertcm.totalconversions.com

Guest
11-19-2000, 04:10 PM
Great. I was wondering if someone messed with 'addammo' command long enough to write a book on it. I mean limitations, reaction to player conditions etc.

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cyborg
11-19-2000, 06:18 PM
addammo? It's really not that complex. It will add or remove ammo basically.

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Duke Nukem Resources for Totalconversions and Modifications (http://dukertcm.totalconversions.com)

Guest
11-19-2000, 06:30 PM
Yes, but how will it react if weapon's ammo is at maximum (very important)? Or if 'addammo' is negative, and weapon's ammo is at zero? If you are holding shotgun, and ammo gets negative, will you change your weapon? Will you shoot?

I know the answer to about 70% of these questions, but I don't want to waste time experimenting trying to find more.

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cyborg
11-19-2000, 06:34 PM
addammo cannot take you over the maximum - if it did then picking up ammo wouldn't work correctly.
It is quite happy about taking you below zero though.

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Duke Nukem Resources for Totalconversions and Modifications (http://dukertcm.totalconversions.com)

Guest
11-19-2000, 08:59 PM
addammo is documented in hconfaq http://www.dukeworld.com/oglbt

There is an online version, a downloadable html version and a text version of it on the site. I forgot if I uplaoded a pdf version of it aswell or not.

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Guest
11-20-2000, 07:21 PM
To cyborg:
When ammo for current weapon drops below zero, ammo counters get messed up (they're trying to display '-' before the number, very amusing), but weapon doesn't change. If you change your weapon manually and try to switch back to it, CURRENT ammo counter displays zero and switches to another weapon. Main ammo counter is still trying to display negative number, though.

To Veldrik:
You don't have .pdf version.

About 'addammo': you wrote that if weapon's ammo is at maximum, 'addammo' invokes 'break'. Quite true - that explains why in ammunition items' codes, in the part where it checks for player proximity, 'addammo' always goes first after 'if' conditions list.

About 'EXPLOSION2' lightning effect - first frame of the explosion HAS to show up. Unless you draw the first frame blank, you'll always get 'flashes' when trying to make lightning effects. I thought it was worth mentioning.

About 'cstat 32768' - I'm SURE you can't hit an actor with this 'cstat' DIRECTLY, but it can be hurt with 'splash damage' weapons, like RADIUSDAMAGE and, possibly, shrinker 'explosion'. Again, I think it's worth mentioning.

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[This message has been edited by JustSomeGuy (edited 11-20-2000).]

cyborg
11-21-2000, 08:52 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by JustSomeGuy:
To cyborg:
When ammo for current weapon drops below zero, ammo counters get messed up (they're trying to display '-' before the number, very amusing), but weapon doesn't change. If you change your weapon manually and try to switch back to it, CURRENT ammo counter displays zero and switches to another weapon. Main ammo counter is still trying to display negative number, though.
<HR></BLOCKQUOTE>

How do you think I knew the counter would go below zero? I did it. I already know this, and seeing as you've now done it yourself I kinda wonder why you asked in the first place?


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Duke Nukem Resources for Totalconversions and Modifications (http://dukertcm.totalconversions.com)

Guest
11-21-2000, 06:39 PM
I think it's pretty obvious. I asked the question because at the moment I didn't have the opportunity to experiment with Duke3D. Also, I asked if there's anything else worth knowing about 'addammo', besides its behaviour at limits.

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Pray your Prayers
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