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#81 |
Re: EDuke32 CON mod
Clever. I would need to add to the actor code for each monster type telling them when to spawn the sprite. I guess they would spawn it when the bot is alive and within a certain distance from the monster. One nice side-effect of this is that the bot won't seek monsters that aren't executing code yet, which means it's less likely to get distracted by monsters that are behind walls, and it won't get the player into trouble by pressing ahead into areas with sleeping monsters. Live monsters would have to keep spawning the invisible sprites so that the bot would know their current location.
Your solution sounds good, but I think I will try a quick-and-dirty solution first. I can have the bot stand over the body of a dead monster and emit a short range blastradius -- enough to destroy the body but not enough to do anything else. Maybe I can make him do a little jump so it looks like he's stomping on it. Edit: TerminX, I tried your solution but the game crashes when I try to implement it. eDuke says there is a CON parser error and to email my cons to you. In the log, the error line says: fatal error: Default processing in parse(): 0, 22 I have the monsters spawning the invisible sprite every tick in which the holobot is alive. As a result, the game crashes the instant the holobot is spawned. I have tried two different tilenums for the invis sprite, one of them is CROSSHAIR, and the other is some random one I don't remember (but it wasn't a number being used for anything else that I know of). The actor code for the invisible sprite is simply: useractor notenemy CROSSHAIR 0 cstat 32768 ifcount 2 killit the line in the monster actor code that spawns the sprite is: if ifvare holobotflag 1 spawn CROSSHAIR
Last edited by DeeperThought; 04-20-2006 at 10:05 PM.
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#82 |
Holobot progress
I've got a Holobot that works fairly well now, but there are still a few issues to work out. When you activate the Holobot (the inventory item formerly known as HoloDuke) Duke will throw the little HoloDuke statue. It bounces a couple of times, then it spawns the Holobot.
There is nothing holographic about the Holobot. It will attack any nearby enemies with the chain gun, running towards them as it does so. It can be hit and destroyed (in a big explosion), but enemies won't shoot at it deliberately. If there are no enemies around, the Holobot will follow you (stick to you like glue). As it runs, it will periodically jump, thus enabling it to get over some obstacles. It does get stuck in doorways sometimes, and it won't swim or jump out of water (all of which I will try to fix). There is a problem where it will try to attack enemies that it can't reach (e.g. behind walls). If this happens, you can toggle the holobot's mode from "Auto" (the default mode) to "Follow" (where it ignores enemies and follows you) by pressing the action key. Toggle back again when you want it to attack. I'll probably post my CONs with the new holobot in the next day or two. Edit: I can't get the Holobot to jump the way I want him to. Here is the line that makes him jump as of now: ifvare holocount 60 ifai HOLOBOTGO { ai HOLOJUMP setvar holocount 0 } This makes him jump every 60 ticks (using my own counter). BUT, if I use this line... ifvare holocount 60 ifp phigher ifai HOLOBOTGO { ai HOLOJUMP setvar holocount 0 } ...then he never jumps, even when the player is higher. However, when the player is higher, he will periodically twitch, as if trying to jump. I have tried variations on this, including using the get actor/player commands to detect whether the player is higher instead of using ifp phigher and the result is the same.
Last edited by DeeperThought; 04-21-2006 at 12:56 PM.
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#83 |
Re: EDuke32 CON mod
I really like the modified CONS. But I find that the double-jump is a bit hard to utilize when you're in a pinch. But when double-jumping while you are using Steroids, you can jump to amazing heights. But if you miss you'll take some falling damage
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The Duke will kill you, the Budgies will eat you!! |
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#84 | |
Re: EDuke32 CON mod
Quote:
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#85 |
Re: EDuke32 CON mod
Yeah, I do have your latest version. The one with a Jetpack mod, where you can smash into certain enemies by using "Boost Mode"
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The Duke will kill you, the Budgies will eat you!! |
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#86 |
Holobot Unleashed!
OK, here is a new version that includes the Holobot. I've included a readme this time. Enjoy.
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#87 | |
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(If you want to know what my avatar is. It is my cat: Marmy, staring at the camera! He is known to eat almost anything you put in front of him)
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The Duke will kill you, the Budgies will eat you!! |
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#88 | |
Re: Holobot Unleashed!
Quote:
As for the bot: making him jump higher and giving him different attacks would be very easy. However, I have a whole list of problems that are harder to deal with -He can't get through some doorways. I have no idea why, and I don't know how to fix it. I have determined that making him smaller doesn't help, nor does using a different sprite. Adding insult to injury, monsters can walk right through these doorways with no problem. -He can't get out of water (that's why I made him self-destruct in water). This is also true of the monsters -- even monsters that can jump or move vertically, such as the jetpack troops, the lizardmen, and the newbeasts all get stuck in water. -He won't shoot on the z-axis. To fix this I have to get him to calculate the angle to his target and then use zshoot. -Monsters won't shoot at him. I have to add some code to each monster to fix this (although most of it can be in one state that each monster calls). -He tries to attack monsters behind walls. Being able to detect walls is the first step in fixing this. |
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#89 | |
Re: EDuke32 CON mod
Quote:
Even masterpieces have their limits, but it'd be good to have an AI team-mate to fight with you! (Try completing the game on "Damn I'm Good"!)
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The Duke will kill you, the Budgies will eat you!!
Last edited by KillerBudgie; 04-22-2006 at 04:57 PM.
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#90 |
Re: EDuke32 CON mod
In my next update, Commanders will fire guided projectiles instead of RPGs. The guided projectiles are actually actors that move toward the player and explode when they get close. They can be destroyed in flight with a single shot from any weapon, but hitting them can be tricky (they tend to fly low, so ducking is helpful). I've got it working now, except that the fireballs refuse to change direction on the z axis more than once. Programming actors would be a lot easier if they just did what they were told
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#91 |
Re: EDuke32 CON mod
I suspect that you may not be telling them right.
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#92 |
actors too short
I am having a problem where my actors are not as tall as they are supposed to be. They LOOK tall enough, but the upper halves of their sprites do not block and cannot be hit by weapons. I can set cstat to block and be hit by weapons, but it only works on the lower half. Also, it does not seem to matter what sprite I use, or what sprite I start from when defining actions. I have confirmed that it is always the lower half of the sprite that is solid and it is relative to the sprite's size.
This is causing several problems. My holobot almost never dies, because shots go right through his upper half. The guided fireballs that I made for the commanders are too difficult for the player to hit. Worst of all, the personal forcebarrier that I am making will only block shots on the upper half of the players body (the forcebarrier is an actor that stays right in front of the player until it takes enough damage and gets destroyed). |
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#93 |
Re: EDuke32 CON mod
Are you doing any type of custom art? Adding things into the art files or using md2/md3/kvx models?
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#94 | |
Re: EDuke32 CON mod
Quote:
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#95 |
Re: EDuke32 CON mod
The dimensions are those of the first sprite of the actor (i.e the one you defined the actor as).
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#96 | |
Re: EDuke32 CON mod
Quote:
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#97 | |
Re: EDuke32 CON mod
Quote:
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#98 |
Re: EDuke32 CON mod
In order to do some geometrical calculations, it would be helpful to know a few things about ang. First, what is ang = 0 ? I mean, if an actor has ang 0 and it moves forward, is it moving in the positive direction on the y axis without moving on the x axis, or what? Second, what number in ang equals a full rotation? 360? I will try to find these things out for myself, but it will save a little time if someone can tell me.
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#99 |
Re: EDuke32 CON mod
Check out a sprite in build or mapster. If the angle is 0, it's facing right on the map. Every 45 degrees is 512 build units. So straight down is 512, left is 1024, and straight up is 1536.
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#100 | |
Re: EDuke32 CON mod
Quote:
Ultimately, what I need is an equation. Given that the player is at coordinates x, y and facing angle a, I need to know the x, y coordinates of an object that is directly in front of the player at distance d. |
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#101 |
frustration
EDIT: I feel like a real dumbass now, but I seem to have fixed the one big problem (and possibly the second problem as well) simply by removing the unnecessary move command from the ai. I have no explanation as to why including a move command that did nothing would cause the problems I described. Oh well, I think writing all this down helped, because I don't think I would have tried that otherwise. I'm going to leave my long post here anyway, because I'm still hoping that someone has an explanation (but I'm not holding my breath).
I've made an actor that serves as a barrier between the player and monsters. It's transparent, but it absorbs shots until it takes a certain amount of damage and dies. The cool thing about it, though, is that when the player is firing, it lets the shots through (by temporarily changing the cstat value). To ensure that it is always in front of the player, it calculates where it should be every tick, then writes directly to the x y z coordinates in its sprite structure (thus "teleporting" it every tick). It is like a plexiglass shield that hovers in front of the player, absorbing damage but allowing the player to fire through it at monsters. In theory. There are two problems. One: When facing certain directions in certain areas of certain maps (that is, most areas of most maps) it vanishes, only to return again when one moves back to a position in which it can appear. This usually happens even when it is not anywhere near any objects that might obstruct it. For example, flying in certain open areas in the first map of DC, it will suddently disappear. Once you go inside the White House, it is nowhere to be seen over 90% of the time. And there is nothing random about it; it will always disappear and reappear at the same places and angles. Moreover, I know that the barrier is not being killed because of the fact that it reappears when I go outside (if it were killed, then I would have to press the button that spawns it again). Also, when it disappears, it does not block shots. I cannot tell if it really is in the position it is supposed to be in but has somehow been rendered non-functional and invisible, or what (I need to add some debugging code, obviously). I have noticed that the places it disappears are places that tend to be more complex geometrically. Even the open areas in which it disappears are ones that are right across from buildings or other complex structures. I have tried changing its size to make it smaller, and it makes no difference. I have tried changing the distance from the player, all the way down to zero, and it makes no difference -- it still disappears and reappears in the same places. The second problem: Sometimes it does not block shots like it is supposed to. The only time the cstat is changed to non-shootable is when the player is firing. The cstat change (and the change back to normal) are tied directly to a change in color palette -- it turns red when the player is firing, then it returns to blue afterwards. The problem is that sometimes it fails to block shots even when it is blue and the shots are fired directly at it. PHP Code:
Last edited by DeeperThought; 04-24-2006 at 03:06 AM.
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#102 |
another update
This update (version .2) adds two new features. Commanders fire guided projectiles that can be destroyed in mid-air. For the player, I've added a forcebarrier that is activated by using 50% of a medkit while the player has full health. The forcebarrier absorbs incoming fire, but allows the player to shoot through it. More details in the readme.
I have not tested these features very much...please let me know about bugs or suggestions. In particular, I want to know if the barrier seems worth using, or if it seems overpowered. I am also curious as to the difficulty level of the new commander and whether his projectiles do strange things (e.g. get stuck in places). DTCONS.zip Edit: I made another small update that greatly improves the positioning of the forcebarrier. Edit2: Found and fixed a fairly serious bug in which various flags were not being reset when a new level is started, which prevented the player from respawning a barrier if one was active at the end of the previous level, and other similar problems.
Last edited by DeeperThought; 04-25-2006 at 02:18 AM.
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#103 |
Re: EDuke32 CON mod
What are you next plans DeeperThought?
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I Know Everything There Is To Know About Anything. Duke Nukem Red Alert SVN Ask Me Anything! |
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#104 | |
Re: EDuke32 CON mod
Quote:
First I want to make sure that everything is working correctly. Do all the different "kill me" women spawn baby aliens? I need to crank up the probability for testing purposes and observe them all to find out. Does the forcebarrier work in combination with the boost mode smash monster power? Little things like that. I want small to mid-sized monsters to be knocked backwards when hit by the shotgun at close range, and possibly stunned for a second as well. I've been thinking about doing something with weapon vulnerability/invulnerability. Blue lizmen have been invulnerable to the freezer since the beginning, but maybe I could add more stuff like this. For example, the bosses could flash different colors, indicating vulnerability to different types of attacks (one color for bullets, another for explosives...) I was thinking of adding a new kind of trooper, one that breaks apart into tiny troopers when it is killed. The tiny troopers would fly around you like insects. |
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#105 |
fun with animations
It finally dawned on me that by creating useractors I can greatly increase the inventory of spawnable effects. Since I'm not including any new graphics in my mod, the effects must all be based on the original tile sequences, but there is still a lot that can be done. For example, it was very easy to make a larger explosion. You can put the following code in your game.CON; then, if you replace "spawn EXPLOSION2" with "spawn BIGEXPLOSION" anywhere in the code of other actors, you will get the much bigger explosion whenever that code is executed.
define BIGEXPLOSION 1900 /* for reference, EXPLOSION2 is 1890 */ action BIGEXPLODE -10 29 1 1 4 ai BIGBLOWUP BIGEXPLODE useractor notenemy BIGEXPLOSION TOUGH ifai 0 { sizeat 128 128 ai BIGBLOWUP } ifcount 42 killit enda I replaced the death explosion of the pig tank with BIGEXPLOSION (this made sense considering the huge blast radius of that explosion). I'm sure I'll find other uses for it. I've also got a SMALLEXPLOSION, and I'm going to make a BIGSMOKE and some other stuff to spice things up. I suspect there are lot of tile sequences that could be made to look fresh with resizing, changes of color, transparency, etc. And of course, since these are actors, they can spawn other actors and do other cool stuff. ![]() |
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#106 |
Re: EDuke32 CON mod
I think you can simplify that a great deal.
Code:
define BIGEXPLOSION 1900 action BIGEXPLODE -10 29 1 1 4 useractor notenemy BIGEXPLOSION 0 BIGEXPLODE sizeat 128 128 ifactioncount 29 killit enda Plus, you can define the starting action in the useractor declaration without having to use ai at all. (You can have useractor <actortype> <name> <strength> <action> <move> <ai> all on the starting line, though the last 3 are optional.) We used to actually recycle the EXPLOSION2 actor back in pre-EDuke32 days in order to create actors who ignored a sector's shade. Depending on what spawned EXPLOSION2, it would take on a different action or other properties. I don't miss having to do that at all. |
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#107 | |
Re: EDuke32 CON mod
Quote:
Using your code, I discovered that I had the number of frames wrong (I had been cutting it off before the end). Now I've got the frames right (it's actually 24), but it pauses for almost half a second on the last frame. Odd.
Last edited by DeeperThought; 04-26-2006 at 02:42 AM.
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#108 |
Re: EDuke32 CON mod
What he means is that the EXPLOSION2 actor was the only actor who didn't automatically take on the shade of the sector it was in (like all other sprites do) so they could use it to create sprites that used their own shade values.
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#109 |
Re: EDuke32 CON mod
Yeah, somewhere in my rambling there I forgot to mention that you should add the spritenoshade <tile> command somewhere in the cons for that actor.
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#110 |
Re: EDuke32 CON mod
>.< for some reason i can't play with your con mod. Eduke32 says it has errors in it
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#111 | |
Re: EDuke32 CON mod
Quote:
Let me know whether that works. |
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#112 | |
Re: EDuke32 CON mod
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#113 |
Re: EDuke32 CON mod
wow ok.... see i tried the eduke32 in the HRP (which was 1.3.0) BUT, i downloaded the latest version and it won't work even without the edited con files
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"hello? are you napping? because i could've sworn you said something about hitting me!" - SS4 Gogeta |
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#114 | |
Re: EDuke32 CON mod
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I'm assuming you mean it won't run at all, not just that it won't use the hi-res graphics. |
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#115 | |
Re: EDuke32 CON mod
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I Know Everything There Is To Know About Anything. Duke Nukem Red Alert SVN Ask Me Anything! |
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#116 | |
Re: EDuke32 CON mod
Quote:
__________________
"hello? are you napping? because i could've sworn you said something about hitting me!" - SS4 Gogeta |
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#117 |
Re: EDuke32 CON mod
You're eDuke32 is quitting right after it sets the video mode and before it starts the sound. It's strange that it's trying
Setting video mode 320x200 (8-bit fullscreen) If I were you, I would run setup.exe and configure the video and sound -- check to see if it is set to that extremely low resolution and change it to something reasonable if it is. |
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#118 |
Re: EDuke32 CON mod
There's some sort of crash issue with the 8 bit renderer that neither JonoF nor I have been able to figure out yet. The next version of EDuke32 defaults to the highest video mode supported out of the following list: 1024x768x32, 800x600x32, 640x480x16 and 320x240x8.
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#119 |
A bugfix update
The first thing that occurred to me was that maybe his card doesn't support 320 x 200. I mean, 200? I didn't even know that was possible.
I am posting another minor update. ![]() -Most monsters will now shoot at the Holobot at least some of the time. -Fixed a bug where a single activation of the medkit could both heal the player AND spawn the forcebarrier (that is, unless you managed to press the key for only 1/32 of a second!) Now it requires a separate activation. -Added a big explosion; right now it is only used when a pig tank is destroyed (DukeNuke coming soon!) -Forcebarrier now turns gray when it has less than 50 life left. DTCONS.zip
Last edited by DeeperThought; 04-27-2006 at 02:27 AM.
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#120 |
Re: EDuke32 CON mod
well i just changed some things in the configuration, and it works great now. very cool con mod. *is gonna download the update when i get home*
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"hello? are you napping? because i could've sworn you said something about hitting me!" - SS4 Gogeta |
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