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Old 06-29-2006, 09:40 AM   #1
Hendricks266
H266MOD for EDuke32
This is my very first mod released, so it's kind of special to me.

It is called H266MOD, and, like DeeperThought's mod, It is for practice and learning.

To run it, unzip H266MOD_DATA.zip to your EDuke32 Folder and run H266MOD.bat. You might want to read the readme first, though.

Some features include:
  • The Pig Tank will sometimes be replaced with the Scorpion Tank left uncoded by 3DR
  • Mini-Battlelords will sometimes change into Mini-Overlords, Mini-Cycloid Emperors, and Mini-Alien Queens
  • Newbeasts will have a 1 in 16 chance of being stillborn by BOSS4
  • Babes stuck on poles will sometimes become impaled by them
  • Bullet Holes can now be on floors and ceilings
  • When you step on FECES, you will actually pstomp it and you can now hit it
  • Pipebombs have more than one explosion
  • When Dukematching, hitting each other with the Expander now actually makes you blow up
  • Deadsprites of enemies and bosses can now be destroyed without an explosion
  • OOZ and OOZ2 plus FIRE & Friends now have a series of checks to make them realistic
  • You can now interact with most of the actors (such as DONUTS)
  • Explosions are now sometimes flipped horizontally to make it more realistic
  • There is now a quote when you pick up a Pistol
  • Actors like TOILET and STALL now are blockable

Upcoming features include:
  • The Devastator will have its own rocket projectile
  • Maybe I'll code the ORGANTIC (Organic Turret)...
  • I'll make forms of enemies that shoot Freezers and Expanders
  • I'll make the Expander enemy drop GROWAMMO or GROWSPRITEICON (I coded GROWSPRITEICON)
  • I might alter weapons and/or inventory items

If you have any nitpicks or suggestions, post here or PM me. (Preferably post)
Attached Files
File Type: zip H266MOD_DATA.zip (66.4 KB, 92 views)
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Old 06-29-2006, 09:43 AM   #2
DavoX

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Re: H266MOD for EDuke32
Why would i want to stomp on feces????

*takes the icecream out of his forehead*

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Old 06-29-2006, 10:10 AM   #3
DeeperThought

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Re: H266MOD for EDuke32
Hey, that sounds like fun

I've been pretty busy for the last few days, but I'll be sure to check it out as soon as I get a chance. There's several interesting things in your list, but the one I'm most curious about is the scorpion tank. I don't recall every seeing it in any of the .art files. Where is it?

By the way, we aren't really doing this for practice and learning, are we? Speaking for myself, my goal is to make something that is worth playing in its own right.
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Old 06-29-2006, 11:00 AM   #4
Hendricks266
Re: H266MOD for EDuke32
Quote:
Originally Posted by DeeperThought
There's several interesting things in your list, but the one I'm most curious about is the scorpion tank. I don't recall every seeing it in any of the .art files. Where is it?
Code:
define TANK2 1870
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Old 06-29-2006, 07:57 PM   #5
Killd a ton

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Re: H266MOD for EDuke32
it's only in duke3d atomic
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Old 06-29-2006, 08:14 PM   #6
DeeperThought

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Re: H266MOD for EDuke32
Yeah I found it, thanks. No animation, unfortunately, just views from several angles. I guess that's no worse than the regular tank.
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Old 06-29-2006, 09:23 PM   #7
The Commander

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Re: H266MOD for EDuke32
H266MOD VRS DTMOD... Hehehe
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Old 07-06-2006, 12:55 PM   #8
Hendricks266
Suggestions?
Hey, anybody have any ideas for my mod? I'm planning to make a firework actor(s) that either is the whole firework, or an actor for each individual spark, allowing VERY cool things to be done.
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Old 07-06-2006, 01:21 PM   #9
gorath

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Re: H266MOD for EDuke32
Ability to shoot while shrunken and cause a very little damage to opponents? And how about make an ultimate shrinker weapon for multiplayer that will shrink all the enemies for a short amount of time. This weapon would randomly appear in a certain intervals.

Just some stupid thoughts.
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Old 07-06-2006, 01:40 PM   #10
DeeperThought

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Re: Suggestions?
Quote:
Originally Posted by Hendricks266
Hey, anybody have any ideas for my mod? I'm planning to make a firework actor(s) that either is the whole firework, or an actor for each individual spark, allowing VERY cool things to be done.
Heh. Whenever I think of an idea, I put it in my own mod. It sounds like maybe you should make a firework gun, or perhaps a firework grenade (a kind of pipebomb?) One limitation we have is that there are no real lightning effects to speak of.

Gorath: Your multiplayer shrinker idea sounds a lot like the lightning bolt from Mario Kart Double Dash (my daughter plays that game a lot).
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Old 07-06-2006, 01:44 PM   #11
Hendricks266
Re: H266MOD for EDuke32
I was thinking of something more like whenever you kill a boss, fireworks go up.
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Old 07-06-2006, 01:48 PM   #12
DeeperThought

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Re: H266MOD for EDuke32
Quote:
Originally Posted by Hendricks266
I was thinking of something more like whenever you kill a boss, fireworks go up.
That would be cool, but haven't you ever wanted to use fireworks as a weapon? Imagine running around with one of those industrial strength mortar launchers and shooting at monsters.
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Old 07-06-2006, 01:54 PM   #13
Hendricks266
Re: H266MOD for EDuke32
Hmm, OK!
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Old 07-06-2006, 02:04 PM   #14
gorath

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Re: Suggestions?
Quote:
Originally Posted by DeeperThought
Gorath: Your multiplayer shrinker idea sounds a lot like the lightning bolt from Mario Kart Double Dash (my daughter plays that game a lot).
I was actually thinking about F.E.A.R, where you have this bullet time deathmatch. One gets the capsule and he can decide when everything goes into bullet time mode.

I've also played the first episode of Duke Nukem so many times through, that it's not challenge anymore. DeeperThought's mod has lot's of new enemies and suprises, and it has certainly made the game more challenging (in a good way).

It would also be nice to see enemy that will clone itself over and over again slowly untill every clone and the original enemy has been killed.
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Old 07-06-2006, 02:06 PM   #15
DeeperThought

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Re: H266MOD for EDuke32
The shotgun or the RPG would be the most natural place for the firework mortar. If you want to preserve the original functionality you could make the firework gun an alt fire mode.
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Old 07-06-2006, 02:17 PM   #16
DeeperThought

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Re: Suggestions?
Quote:
Originally Posted by gorath
DeeperThought's mod has lot's of new enemies and suprises, and it has certainly made the game more challenging (in a good way).
You ain't seen nothin' yet.

Quote:
Originally Posted by gorath
It would also be nice to see enemy that will clone itself over and over again slowly untill every clone and the original enemy has been killed.
That type of enemy can be annoying, especially if it can get out of control and start lagging the game with too many copies. There's also balance issues. If the enemies can drop goodies, then they become abuseable. If they can't, then they are a big drain on supplies (especially ammo). Still, the basic idea has merit. I think the key would be to make the clones somewhat different from the original (e.g. give them a limited lifespan).
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Old 07-06-2006, 03:05 PM   #17
Ozzy Papat

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Re: H266MOD for EDuke32
i can't run this mod there is a lot of errors in con files
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Old 07-06-2006, 03:21 PM   #18
lycanox

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Re: H266MOD for EDuke32
You should try it with the slimer, Make an second variant with it just biting you from the ground instead of face hugging you, and its the perfect enemy to multiply.

Besides, the game is already abuse able with the freeze thrower. And there is always the quick kick if you give them an low amount of hit points.
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Old 07-06-2006, 07:32 PM   #19
Hendricks266
Smile Re: H266MOD for EDuke32
Quote:
Originally Posted by Ozzy Papat
i can't run this mod there is a lot of errors in con files
Would you provide more details please? Something like a copy of your EDuke32.log file.

Oh, BTW, you need at least EDuke32 snapshot 20060613. I know snapshot 20060703 is out now, but I haven't tested it yet.

Are you sure you read the readme and ran the batch file provided in my zip in your EDuke32 directory?
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Old 07-06-2006, 07:34 PM   #20
DissidentRage

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Re: H266MOD for EDuke32
The newest snapshot works, he probably just has a dated copy or installed the mod incorrectly.
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Old 07-07-2006, 12:30 PM   #21
Ozzy Papat

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Re: H266MOD for EDuke32
EDuke32 1.4.0svn (Jun 13 2006 14:51:28)
Copyright (c) 1996, 2003 3D Realms Entertainment
Copyright (c) 2006 EDuke32 team
Using DEF file H266.def.
Using CON file: 'HGame.con'
Using GRP file H266MOD.zip.
Could not find GRP file duke3d_hrp.zip.

Compiling: HGame.con (132846 bytes)
Including: HDefs.con (36919 bytes)
Including: HUser.con (48368 bytes)
Version 1.4+ CON files detected.
Including: HEnhance.con (20605 bytes)
Including: HStates.con (8779 bytes)
Including: HCode.con (7371 bytes)
HCode.con: In state `bodycode':
HCode.con:262: error: state `fe' not found.
Including: HBoss.con (21050 bytes)
HBoss.con: In state `boss1dyingstate':
HBoss.con:210: error: state `drop_chaingun' not found.
HBoss.con: In state `checkboss1hitstate':
HBoss.con:292: error: state `mindb' not found.
HBoss.con: In state `boss2runenemystate':
HBoss.con:419: error: parameter `AIBOSS2SHOOTENEMY' is undefined.
HBoss.con: In state `boss2seekenemystate':
HBoss.con:459: error: parameter `AIBOSS2LOBBED' is undefined.
HBoss.con:465: error: parameter `AIBOSS2SHOOTENEMY' is undefined.
HBoss.con: In state `boss2dyingstate':
HBoss.con:498: error: state `drop_devastator' not found.
HBoss.con: In state `boss2shootenemy':
HBoss.con:529: error: parameter `ABOSS2SHOOT' is undefined.
HBoss.con: In state `checkboss2hitstate':
HBoss.con:575: error: parameter `AIBOSS2SHOOTENEMY' is undefined.
HBoss.con:585: error: state `mindb' not found.
HBoss.con: In state `boss2code':
HBoss.con:640: error: parameter `AIBOSS2SHOOTENEMY' is undefined.
HBoss.con:656: error: parameter `AIBOSS2SHOOTENEMY' is undefined.
HBoss.con:659: error: parameter `AIBOSS2LOBBED' is undefined.
HBoss.con: In state `boss3seekenemystate':
HBoss.con:732: error: parameter `AIBOSS3LOBENEMY' is undefined.
HBoss.con: In state `boss3dyingstate':
HBoss.con:764: error: state `drop_rpg' not found.
HBoss.con: In state `boss3lobbedstate':
HBoss.con:774: error: parameter `ABOSS3LOBBING' is undefined.
HBoss.con:785: error: parameter `ABOSS3LOBBING' is undefined.
HBoss.con: In state `checkboss3hitstate':
HBoss.con:835: error: state `mindb' not found.
HBoss.con: In state `boss3code':
HBoss.con:890: error: parameter `AIBOSS3LOBENEMY' is undefined.
HBoss.con:906: error: parameter `AIBOSS3LOBENEMY' is undefined.
HBoss.con: In state `checkboss4hitstate':
HBoss.con:1059: error: parameter `ABOSS4FROZEN' is undefined.
HBoss.con:1086: error: parameter `AIBOSS4PALSHRINK' is undefined.
HBoss.con:1092: error: found more `{' than `}' before `ends'.
HBoss.con: In state `boss4code':
HBoss.con:1093: error: parameter `ABOSS4FROZEN' is undefined.
HBoss.con:1152: error: parameter `AIBOSS4PALSHRINK' is undefined.
HBoss.con:1170: error: found more `{' than `}' before `ends'.
HGame.con: In actor `EXPLOSION2':
HGame.con:1327: error: state `fe' not found.
HGame.con: In state `fecesexplode':
HGame.con:2359: error: state `random_burningcesdead' not found.
HGame.con: In state `feceshurt':
HGame.con:2362: error: expected a SPACE or CR between `{' and `cesexplode'.
HGame.con:2363: error: found more `}' than `{'.
Found 0 warning(s), 30 error(s).
Error(s) found in file `HGame.con'. Do you want to use the INTERNAL DEFAULTS (y/N)?
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Old 07-07-2006, 01:38 PM   #22
DeeperThought

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Re: H266MOD for EDuke32
Looks like you have it installed wrong. Most of those states it isn't finding are just the standard states that are normally located in game.con. He may have moved them to another file, but if it is installed correctly EDuke will find them.
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Old 07-07-2006, 04:39 PM   #23
Chip

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Re: H266MOD for EDuke32
I made the scorpion pig tank into a propper enemy back in my first game mod, I even drew up some shooting frames for it too.







I basically coppied the existing pig tank code but removed the "Nuke detination" from it, made it much much tougher, and changed the morta into an RPG and changed the firelaser into freeze thrower.

It was a nasty enemy to come accross.
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Old 07-08-2006, 08:22 AM   #24
Hendricks266
Re: H266MOD for EDuke32
@Ozzy Papat
I'll look into it. Is anyone else having problems?

Quote:
Originally Posted by Chip
I made the scorpion pig tank into a propper enemy back in my first game mod, I even drew up some shooting frames for it too.
May I use them in my mod?
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Old 07-08-2006, 08:38 AM   #25
Chip

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Re: H266MOD for EDuke32
Quote:
Originally Posted by Hendricks266

May I use them in my mod?

Of course
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Old 07-08-2006, 08:51 AM   #26
DeeperThought

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Re: H266MOD for EDuke32
Quote:
Originally Posted by Hendricks266
@Ozzy Papat
I'll look into it. Is anyone else having problems?
Yes, I just tried using your mod and I had exactly the same problem. I am not familiar with .bat files, and I was thinking of using one for my own mod, since it is such a simple method for the end user (when it works). So, what exactly is it that your .bat file does?
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Old 07-08-2006, 09:00 AM   #27
Hendricks266
Re: H266MOD for EDuke32
Quote:
Originally Posted by DeeperThought
Yes, I just tried using your mod and I had exactly the same problem. I am not familiar with .bat files, and I was thinking of using one for my own mod, since it is such a simple method for the end user (when it works). So, what exactly is it that your .bat file does?
My .bat file simply loads EDuke32.exe with my custom HGame.con, H266.def Sound Effects, and (later) .ART files.
The problem couldn't be there. It's in my CONs.

You see, I took this mod from my own old set of personal CONs. There were some things in there that were ugly, so I began filtering want I wanted in my mod into a clean set of Unoffical CON Fixes by Jonah Bishop. But in that filtering process, some of my states and things were forgotten, and there's your errors.

I'll fix it ASAP.
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Old 07-08-2006, 09:18 AM   #28
DeeperThought

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Re: H266MOD for EDuke32
"The statement below is true.
The statement above is false."

Liar!
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Old 07-08-2006, 10:09 AM   #29
Hendricks266
Re: H266MOD for EDuke32
Here is H266MOD v1.0a.

It just has some tweaks here and there, plus it actually works.

Upcoming Features: (Including the list at the top of the thread)
  • Scorpion Pig Tank (TANK2) Firing Frames - Courtesy of Chip
  • Firework Weapon - Ever wanted to shoot fireworks?
  • Flamethrower Weapon - An old idea, but a new approach.
  • Advanced Batch File - To detect if you have duke3d_hrp.zip or duke3d_xtr.zip, and/or dukedc_hrp.zip
  • DukeDC HRP Compability
Attached Files
File Type: zip H266MOD_DATA.zip (56.8 KB, 39 views)
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Old 07-08-2006, 11:33 AM   #30
DeeperThought

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Re: H266MOD for EDuke32
I wanted to try your new weapons but I can't unzip the fiiles inside. Windows says, "FILE SKIPPED UNKNOWN COMPRESSION METHOD". I can't even open the readme. I don't have problems with other zips.

EDIT: And I downloaded it a couple of times, so I don't think it was just a bad download.
Last edited by DeeperThought; 07-08-2006 at 12:24 PM.
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Old 07-09-2006, 02:53 AM   #31
Impact

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Re: H266MOD for EDuke32
Quote:
Originally Posted by DeeperThought
I wanted to try your new weapons but I can't unzip the fiiles inside. Windows says, "FILE SKIPPED UNKNOWN COMPRESSION METHOD". I can't even open the readme. I don't have problems with other zips.

EDIT: And I downloaded it a couple of times, so I don't think it was just a bad download.
Same here, seems to be broken during upload.
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Old 07-09-2006, 07:16 AM   #32
Hendricks266
Re: H266MOD for EDuke32
Quote:
Originally Posted by Hendricks266
Upcoming Features: (Including the list at the top of the thread)
All my weapons are WIP still.



Quote:
Originally Posted by DeeperThought
I wanted to try your new weapons but I can't unzip the files inside. Windows says, "FILE SKIPPED UNKNOWN COMPRESSION METHOD". I can't even open the readme. I don't have problems with other zips.

EDIT: And I downloaded it a couple of times, so I don't think it was just a bad download.
Quote:
Originally Posted by Impact
Same here, seems to be broken during upload.
I know why. I compressed it the BZip2 algorithm with 7-Zip.

Here is H266MOD v1.0b.

I just recompressed the zip file and fixed bugs with:
  • TANK
  • TANK2
  • MiniBosses 2-4
  • FEM5
  • FEM8
  • BLOODPOOL
  • Fire & Friends

Oh, and two features I forgot to include in the "current" feature list:
  • There is a new one-liner when you kill BOSS4
  • pissin01.voc is now reactivated after being left by 3DR
Attached Files
File Type: zip H266MOD_DATA.zip (64.0 KB, 52 views)
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Old 07-09-2006, 10:39 AM   #33
DeeperThought

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Re: H266MOD for EDuke32
I like your pipebomb explosion, and the laser tripbomb explosion sequence. I'm not quite sure how you coded the laser trip one. If all of those booms are separate hitradiuses, the effect would be way too powerful, though. The RPG explosion looks odd, imo. The frames don't flow very well. Unfortunately, I didn't have time to look at much at this point. I did play your new one liner...I guess it's an experiment at splicing sounds together. I've thought about doing this myself. There are enough different words in his various lines that you could actually put together quite a few new ones. I would suggest trying to come up with some good ones and add them to the jib sounds state.
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Old 07-10-2006, 07:56 AM   #34
Hendricks266
Re: H266MOD for EDuke32
Quote:
Originally Posted by DeeperThought
I'm not quite sure how you coded the laser trip one. If all of those booms are separate hitradiuses, the effect would be way too powerful, though.
About ¼ of them are.

Quote:
Originally Posted by DeeperThought
The RPG explosion looks odd, imo. The frames don't flow very well.
I fixed that just now by putting "state rf" in an "ifai 0" statement.

Quote:
Originally Posted by DeeperThought
I did play your new one liner...I guess it's an experiment at splicing sounds together. I've thought about doing this myself. There are enough different words in his various lines that you could actually put together quite a few new ones. I would suggest trying to come up with some good ones and add them to the jib sounds state.
Yeah, it was spliced. The only other one I've really thought about is taking the *bleep* out of the "Yippee-Ki-Yay" quote and replacing it with "uck" from "Ugh, this sucks!" or "Suck it down!"
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Old 07-11-2006, 07:39 AM   #35
Hendricks266
Re: H266MOD for EDuke32
In order to add sound effects to state jib_sounds, I was thinking of something like this to replace all the "ifrnd 128 { }" statements everywhere.

Code:
gamevar SOUNDVAR 0 2

state jib_sounds
setvar SOUNDVAR 0
randvar SOUNDVAR 16
switch SOUNDVAR
case 0: globalsound JIBBED_ACTOR1 break
…
case 14: globalsound JIBBED_ACTOR15 break
case 15: globalsound SMACKED break
case 16: globalsound MDEVSPEECH break
endswitch
setvar SOUNDVAR 0
ends
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Old 07-11-2006, 12:23 PM   #36
Dr. Kylstien
Re: H266MOD for EDuke32
Quote:
Originally Posted by Hendricks266
In order to add sound effects to state jib_sounds, I was thinking of something like this to replace all the "ifrnd 128 { }" statements everywhere.

Code:
gamevar SOUNDVAR 0 2

state jib_sounds
setvar SOUNDVAR 0
randvar SOUNDVAR 16
switch SOUNDVAR
case 0: globalsound JIBBED_ACTOR1 break
…
case 14: globalsound JIBBED_ACTOR15 break
case 15: globalsound SMACKED break
case 16: globalsound MDEVSPEECH break
endswitch
setvar SOUNDVAR 0
ends
I've done it and it works. Go for it.
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Old 07-11-2006, 12:29 PM   #37
TerminX

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Re: H266MOD for EDuke32
Personally, I keep all of the pain sounds in some sort of numerical order so I can just use randvar and add the result to the number of the first pain sound.
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Old 07-13-2006, 06:38 PM   #38
Hendricks266
Angry Re: H266MOD for EDuke32
I am having two major problems I need to fix before I can make another release.

1. In my code which switches a mini BOSS1 to the other minibosses, when it switches, the actors are stuck in their first ATTACK action. They are just stuck there, and no projectiles or anything else spawns until they take some damage, then they act normally. I have attached my HBoss.con for inspection.

2. I am working on my flame thrower, and like I said earlier, I have taken a new approach for it. What happens is A) The alt firing mode of the RPG fires a projectile B) That projectile bounces 3 times and spawns FLOORFLAME. C) FLOORFLAME fires once, then disappears. In English: An actor that looks the same as the first frame of FLOORFLAME is fired and it spawns FLOORFLAME, making it look like FLOORFLAME was fired in the first place. Whew!

On to the problem: The projectile is working perfectly (AFAIK) but FLOORFLAME spawns invisible!

Here is my code:

Code:
action FFLAME_FR 0 16 1 1 1
action FFLAME 0 1 1 1 1

actor FLOORFLAME 0 FFLAME_FR
  fall
  cstat 1
  ifaction FFLAME_FR
  {
      hitradius 1024 REALLYTOUGH TOUGH MEDIUMSTRENGTH WEAK
    sound FIRE_CRACKLE
    ifactioncount 16
      action FFLAME
  }
  ifaction FFLAME { ifcount 30 { killit } }
enda


gamevar rpgon 1 1 // weapon 4 is the RPG; 1 in regular mode, 0 in flamethrower mode

defineprojectile FLAMETHROWER PROJ_WORKSLIKE 38918

defineprojectile FLAMETHROWER PROJ_EXTRA WEAK

defineprojectile FLAMETHROWER PROJ_HITRADIUS 0

defineprojectile FLAMETHROWER PROJ_VEL 200

defineprojectile FLAMETHROWER PROJ_BOUNCES 3

defineprojectile FLAMETHROWER PROJ_DROP -100

defineprojectile FLAMETHROWER PROJ_CLIPDIST 6

defineprojectile FLAMETHROWER PROJ_CSTAT 1

defineprojectile FLAMETHROWER PROJ_SPAWNS FLOORFLAME

state normalrpg
setvar rpgon 1
setvar WEAPON4_SHOOTS RPG
ends

state altrpg
setvar rpgon 0
setvar WEAPON4_SHOOTS FLAMETHROWER
ends

onevent EVENT_WEAPKEY5

getplayer[THISACTOR].curr_weapon TEMP

ifvare TEMP 4 {
ifvare rpgon 0 {

sound SELECT_WEAPON
state normalrpg
quote 136

}
else
{

sound SELECT_WEAPON
state altrpg
quote 137

} }
endevent
Attached Files
File Type: zip HBoss.zip (3.3 KB, 8 views)
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Old 07-13-2006, 06:40 PM   #39
TerminX

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Re: H266MOD for EDuke32
For the boss thing, you probably just need to set an action after you use cactor or setactor[THISACTOR].picnum to change the actor's tile.
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Old 07-13-2006, 08:56 PM   #40
DeeperThought

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Re: H266MOD for EDuke32
On the FLOORFLAME thing, you might try adding some ifspawnedby code to the FLOORFLAME actor and see if that helps. For example, you might try:


ifspawnedby FLAMETHROWER
sizeat 40 40

In my experience, certain actors will spawn very tiny and/or with the wrong cstat unless they are changed manually.
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DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
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