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#41 | ||
Re: H266MOD for EDuke32
Quote:
Quote:
Oh, I have another problem. It seems like whenever I change anything in my code in creates two bugs. ![]() ![]() In my TANK2 code, when action ATANK2SHOOTING is activated, it is supposed to have it randomly select a projectile from any of these projectiles and shoot it 1-5 times (for slow projectiles), 8-16 times (FIRELASER & PISTOL) or 6-15 times (everything else).
The problem is that the firing frames last less than a second and nothing is fired. Here is my code: Code:
move TANK2VEL 50 move TANK2FORWARD 100 move TANK2FORWARDFAST 400 move TANK2BACKWARD -100 move TANK2BACKWARDFAST -400 move TANK2STOP action ATANK2SPIN 0 1 7 1 4 action ATANK2SPINBACK 0 1 7 -1 1 action ATANK2SHOOTING 3258 1 7 1 1 action ATANK2WAIT 0 1 7 1 1 action ATANK2DEAD 0 1 7 1 1 state tankshoot setvar LOOP 6 randvar LOOP 15 ifcount 10 { soundvar projsnd shootvar projvar addvar COUNTER 1 ifvarvarl COUNTER LOOP { state tankshoot } resetcount } ifvarvare COUNTER LOOP { action ATANK2WAIT } ends state tankshootexpl setvar LOOP 1 randvar LOOP 5 ifcount 30 { soundvar projsnd shootvar projvar addvar COUNTER 1 ifvarvarl COUNTER LOOP { state tankshootexpl } resetcount } ifvarvare COUNTER LOOP { action ATANK2WAIT } ends state tankpistol setvar LOOP 8 randvar LOOP 16 sound PRED_ATTACK shoot FIRELASER sound PISTOL_FIRE shoot SHOTSPARK1 addvar COUNTER 1 ifvarvarl COUNTER LOOP { state tankpistol } ifvarvare COUNTER LOOP { action ATANK2WAIT } ends state tank2_retreat move TANK2FORWARD seekplayer action ATANK2SPIN ends useractor enemy TANK2 TANK2STRENGTH fall cstat 257 clipdist 200 ifaction 0 { // sizeat 60 60 move TANK2FORWARD seekplayer action ATANK2SPIN } else ifaction ATANK2SPIN { soundonce TANK_ROAM ifp pshrunk nullop else ifactioncount 20 { ifrnd 16 { ifcansee { ifcanshoottarget { ifp palive { move TANK2STOP geth action ATANK2SHOOTING stopsound TANK_ROAM } } } } } ifrnd 16 { move TANK2FORWARD seekplayer } } else ifaction ATANK2SHOOTING // { ifactioncount 2 { ifcansee { move TANK2STOP faceplayerslow faceplayersmart // setvar TEMP 0 randvar TEMP 6 switch TEMP case 0: state tank2_retreat break case 1: setvar projsnd RPG_SHOOT setvar projvar RPG state tankshootexpl break case 2: setvar projsnd BOS1_ATTACK2 setvar projvar MORTER state tankshootexpl break case 3: setvar projsnd SHRINKER_FIRE setvar projvar SHRINKER state tankshootexpl break case 4: setvar projsnd EXPANDERSHOOT setvar projvar GROWSPARK state tankshoot break case 5: setvar projsnd CAT_FIRE setvar projvar FREEZEBLAST state tankshoot break case 6: state tankpistol break endswitch setvar TEMP 0 } } // } ifpdistl 1280 { ifpdistg 844 { move TANK2FORWARD faceplayerslow geth action ATANK2SPIN soundonce TANK_ROAM } } ifpdistl 844 { ifp palive { stopsound TANK_ROAM move TANK2STOP faceplayerslow geth action ATANK2SHOOTING } else { move TANK2BACKWARD faceplayerslow geth action ATANK2SPINBACK } ifrnd 16 { stopsound TANK_ROAM move TANK2STOP faceplayerslow action ATANK2WAIT } } else ifaction ATANK2WAIT { ifcount 32 { move TANK2FORWARD seekplayer action ATANK2SPIN } } else ifaction ATANK2DEAD { sound PIPEBOMB_EXPLODE spawn EXPLOSION2 hitradius 2048 100 85 75 65 state scraps state lotsocrap ifrnd 128 { spawn PIGCOP } else { state standard_jibs addkills 1 } killit ifcount 1 { sound LASERTRIP_ARMING } ifcount 16 { sound LASERTRIP_ARMING } ifcount 32 { sound LASERTRIP_ARMING } ifcount 48 { sound LASERTRIP_ARMING } ifcount 64 { sound LASERTRIP_ARMING } ifcount 80 { stopsound LASERTRIP_ARMING } } ifhitweapon { ifdead { action ATANK2DEAD } else { debris SCRAP1 9 ifaction ATANK2SHOOTING { break } ifrnd 192 { move TANK2STOP geth action ATANK2SHOOTING stopsound TANK_ROAM } } } ifphealthl 1 { move TANK2STOP action ATANK2WAIT ifcount 45 sound PRED_ATTACK shoot FIRELASER } ifp pshrunk { move TANK2FORWARD seekplayer action ATANK2SPIN ifpdistl SQUISHABLEDISTANCE { addphealth -1000 palfrom 32 64 } } ifp pdead { move TANK2FORWARD furthestdir action ATANK2SPIN } enda |
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#42 |
Re: H266MOD for EDuke32
I don't see anywhere in your code where your var COUNTER gets set back to zero. So it looks like it will get too high and then the tank won't fire anymore.
Also, despite what it says in the Wiki, I'm pretty sure that randvar never generates the last value, so if you randvar TEMP 5, it will generate a number between 0 and 4. As a result, your tank will never go into the bullet firing state.
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#43 | ||
Re: H266MOD for EDuke32
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I will change my code to this: Code:
state tankshoot setvar LOOP 6 randvar LOOP 15 ifcount 10 { soundvar projsnd shootvar projvar addvar COUNTER 1 ifvarvarl COUNTER LOOP { state tankshoot } resetcount } ifvarvare COUNTER LOOP { action ATANK2WAIT setvar LOOP 0 setvar COUNTER 0 } ends state tankshootexpl setvar LOOP 1 randvar LOOP 5 ifcount 30 { soundvar projsnd shootvar projvar addvar COUNTER 1 ifvarvarl COUNTER LOOP { state tankshootexpl } resetcount } ifvarvare COUNTER LOOP { action ATANK2WAIT setvar LOOP 0 setvar COUNTER 0 } ends state tankpistol setvar LOOP 8 randvar LOOP 16 sound PRED_ATTACK shoot FIRELASER sound PISTOL_FIRE shoot SHOTSPARK1 addvar COUNTER 1 ifvarvarl COUNTER LOOP { state tankpistol } ifvarvare COUNTER LOOP { action ATANK2WAIT setvar LOOP 0 setvar COUNTER 0 } ends state tank2_retreat move TANK2FORWARD seekplayer action ATANK2SPIN ends useractor notenemy TANK2 TANK2STRENGTH cstat 257 clipdist 200 ... else ifaction ATANK2SHOOTING // { ifactioncount 2 { ifcansee { move TANK2STOP faceplayerslow faceplayersmart // setvar TEMP 0 randvar TEMP 7 switch TEMP case 0: state tank2_retreat break case 1: setvar projsnd RPG_SHOOT setvar projvar RPG state tankshootexpl break case 2: setvar projsnd BOS1_ATTACK2 setvar projvar MORTER state tankshootexpl break case 3: setvar projsnd SHRINKER_FIRE setvar projvar SHRINKER state tankshootexpl break case 4: setvar projsnd EXPANDERSHOOT setvar projvar GROWSPARK state tankshoot break case 5: setvar projsnd CAT_FIRE setvar projvar FREEZEBLAST state tankshoot break case 6: state tankpistol break endswitch setvar TEMP 0 } } // } ... enda |
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#44 | |
Re: H266MOD for EDuke32
Quote:
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#45 |
Re: H266MOD for EDuke32
Well, I'm pretty close to another release, but I've still got to bug test some more. I'm shooting for sometime this week. Anyone want to volunteer as a bug tester?
Hehe, I tried putting COOLEXPLOSION1 as an alt firing mode for the shotgun. It just went right around enemies. ![]() I will have four alternate firing modes working in the next release:
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#46 | |
Re: H266MOD for EDuke32
Quote:
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#47 | |
Re: H266MOD for EDuke32
Quote:
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#48 |
Re: H266MOD for EDuke32
All I do is set "knee_incs" of the player struct to 0 and "fist_incs" of the player struct to 1.
Also, my CON files are getting kicked in the butt by some unknown error that's being produced. When I run my mod, everything is fine until I get to Line 1 of my HBoss.con file. It says that EVENT_GAME is still "open", even after I made sure that there was an "endevent". If I put an "endevent" at the very top of HBoss.con, the problem persists, just with the very first state in my HBoss.con file. I have attached my CON files for debugging.
Last edited by Hendricks266; 07-19-2006 at 02:15 PM.
Reason: Clicked "Submit" too early.
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#49 |
Re: H266MOD for EDuke32
Oh, I see. I tried:
getplayer[THISACTOR].fist_incs temp ifvare temp 0 ifhitspace setplayer[THISACTOR].fist_incs 1 It plays the smash-nuke-button animation, and then ends the level. I am guessing you stop the animation before it ends the level. There are enough frames there to make a nice punch animation, and the resolution is high enough. Ideally, the fist should move in a punching trajectory rather than a hammering trajectory.
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#50 | |
Re: H266MOD for EDuke32
Quote:
![]() I have no clue how to make it work like the frames that are diplayed when you're shrunk. Actually, it's just one (1) frame, with the position altered to look like multiple frames. It does have a model now, though. |
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#51 | |
Re: H266MOD for EDuke32
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#52 |
Re: H266MOD for EDuke32
Tile #1640 (FIST) has a model. It's been in the HRP for some time.
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#53 | |
Re: H266MOD for EDuke32
Quote:
![]() Well, then. I guess it's time for Duke to put up his dukes! Actually, I'm not sure if I'll be using a punch anytime soon.
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#54 |
Re: H266MOD for EDuke32
Here's my .log file if it will help diagnose the problem.
Code:
EDuke32 1.4.0svn (Jul 23 2006 00:29:37) Copyright (c) 1996, 2003 3D Realms Entertainment Copyright (c) 2006 EDuke32 team Initialising Windows DirectX/GDI system interface Loading OPENGL32.DLL Initialising DirectDraw... - Loading DDRAW.DLL - Enumerating display devices * Primary Display Driver - Creating DirectDraw object - Checking capabilities Detecting video modes: - 640x480 8-bit fullscreen - 800x600 8-bit fullscreen - 1024x768 8-bit fullscreen - 1152x864 8-bit fullscreen - 1280x1024 8-bit fullscreen - 320x200 8-bit fullscreen - 320x240 8-bit fullscreen - 352x480 8-bit fullscreen - 352x576 8-bit fullscreen - 400x300 8-bit fullscreen - 512x384 8-bit fullscreen - 640x400 8-bit fullscreen - 1280x960 8-bit fullscreen - 640x480 16-bit fullscreen - 640x480 24-bit fullscreen - 800x600 16-bit fullscreen - 800x600 24-bit fullscreen - 1024x768 16-bit fullscreen - 1024x768 24-bit fullscreen - 1152x864 16-bit fullscreen - 1152x864 24-bit fullscreen - 1280x1024 16-bit fullscreen - 1280x1024 24-bit fullscreen - 320x200 16-bit fullscreen - 320x200 24-bit fullscreen - 320x240 16-bit fullscreen - 320x240 24-bit fullscreen - 352x480 16-bit fullscreen - 352x480 24-bit fullscreen - 352x576 16-bit fullscreen - 352x576 24-bit fullscreen - 400x300 16-bit fullscreen - 400x300 24-bit fullscreen - 512x384 16-bit fullscreen - 512x384 24-bit fullscreen - 640x400 16-bit fullscreen - 640x400 24-bit fullscreen - 1280x960 16-bit fullscreen - 1280x960 24-bit fullscreen - 1152x864 8-bit windowed - 1024x768 8-bit windowed - 800x600 8-bit windowed - 640x480 8-bit windowed - 640x400 8-bit windowed - 512x384 8-bit windowed - 480x360 8-bit windowed - 400x300 8-bit windowed - 320x240 8-bit windowed - 320x200 8-bit windowed - 1152x864 24-bit windowed - 1024x768 24-bit windowed - 800x600 24-bit windowed - 640x480 24-bit windowed - 640x400 24-bit windowed - 512x384 24-bit windowed - 480x360 24-bit windowed - 400x300 24-bit windowed - 320x240 24-bit windowed - 320x200 24-bit windowed Scanning for GRP files... GRP file: duke3d.grp Using DEF file H266.def. Using CON file: 'HGame.con' Using GRP file duke3d_hrp.zip. Using GRP file H266MOD.zip. Compiling: HGame.con (139902 bytes) Including: HDefs.con (38293 bytes) Including: HUser.con (49388 bytes) Version 1.4+ CON files detected. Including: HEnhance.con (23015 bytes) Including: HStates.con (12789 bytes) Including: HCode.con (19709 bytes) Including: HBoss.con (21899 bytes) HBoss.con: In event `EVENT_GAME': HBoss.con:2: error: parameter `ABOSS1WALK' is undefined. HBoss.con:2: error: expected a keyword but found `0'. HBoss.con:2: error: expected a keyword but found `4'. HBoss.con:2: error: expected a keyword but found `5'. HBoss.con:2: error: expected a keyword but found `1'. HBoss.con:2: error: expected a keyword but found `12'. HBoss.con:3: error: parameter `ABOSS1FROZEN' is undefined. HBoss.con:3: error: expected a keyword but found `30'. HBoss.con:3: error: expected a keyword but found `1'. HBoss.con:3: error: expected a keyword but found `5'. HBoss.con:4: error: parameter `ABOSS1RUN' is undefined. HBoss.con:4: error: expected a keyword but found `0'. HBoss.con:4: error: expected a keyword but found `6'. HBoss.con:4: error: expected a keyword but found `5'. HBoss.con:4: error: expected a keyword but found `1'. HBoss.con:4: error: expected a keyword but found `5'. HBoss.con:5: error: parameter `ABOSS1SHOOT' is undefined. HBoss.con:5: error: expected a keyword but found `30'. HBoss.con:5: error: expected a keyword but found `2'. HBoss.con:5: error: expected a keyword but found `5'. HBoss.con:5: error: expected a keyword but found `1'. HBoss.con:5: error: expected a keyword but found `4'. HBoss.con:6: error: parameter `ABOSS1LOB' is undefined. HBoss.con:6: error: expected a keyword but found `40'. HBoss.con:6: error: expected a keyword but found `2'. HBoss.con:6: error: expected a keyword but found `5'. HBoss.con:6: error: expected a keyword but found `1'. HBoss.con:6: error: expected a keyword but found `35'. HBoss.con:7: error: parameter `ABOSS1DYING' is undefined. HBoss.con:7: error: expected a keyword but found `50'. HBoss.con:7: error: expected a keyword but found `5'. HBoss.con:7: error: expected a keyword but found `1'. HBoss.con:7: error: expected a keyword but found `1'. HBoss.con:7: error: expected a keyword but found `35'. HBoss.con:8: error: parameter `BOSS1FLINTCH' is undefined. HBoss.con:8: error: expected a keyword but found `50'. HBoss.con:8: error: expected a keyword but found `1'. HBoss.con:8: error: expected a keyword but found `1'. HBoss.con:8: error: expected a keyword but found `1'. HBoss.con:8: error: expected a keyword but found `1'. HBoss.con:9: error: parameter `ABOSS1DEAD' is undefined. HBoss.con:9: error: expected a keyword but found `55'. HBoss.con:11: error: parameter `PALBOSS1SHRUNKRUNVELS' is undefined. HBoss.con:12: error: parameter `PALBOSS1RUNVELS' is undefined. HBoss.con:13: error: parameter `BOSS1WALKVELS' is undefined. HBoss.con:14: error: parameter `BOSS1RUNVELS' is undefined. HBoss.con:15: error: parameter `BOSS1STOPPED' is undefined. HBoss.con:17: error: parameter `AIBOSS1SEEKENEMY' is undefined. HBoss.con:17: error: expected a keyword but found `ABOSS1WALK'. HBoss.con:17: error: expected a keyword but found `BOSS1WALKVELS'. HBoss.con:17: error: expected a keyword but found `seekplayer'. HBoss.con:18: error: parameter `AIBOSS1RUNENEMY' is undefined. HBoss.con:18: error: expected a keyword but found `ABOSS1RUN'. HBoss.con:18: error: expected a keyword but found `BOSS1RUNVELS'. HBoss.con:18: error: expected a keyword but found `faceplayer'. HBoss.con:19: error: parameter `AIBOSS1SHOOTENEMY' is undefined. HBoss.con:19: error: expected a keyword but found `ABOSS1SHOOT'. HBoss.con:19: error: expected a keyword but found `BOSS1STOPPED'. HBoss.con:19: error: expected a keyword but found `faceplayer'. HBoss.con:20: error: parameter `AIBOSS1LOBBED' is undefined. HBoss.con:20: error: expected a keyword but found `ABOSS1LOB'. HBoss.con:20: error: expected a keyword but found `BOSS1STOPPED'. HBoss.con:20: error: expected a keyword but found `faceplayer'. HBoss.con:21: error: parameter `AIBOSS1DYING' is undefined. fatal error: too many warnings or errors: Aborted Found 0 warning(s), 64 error(s). Error(s) found in file `HGame.con'. Do you want to use the INTERNAL DEFAULTS (y/N)? Uninitialising DirectDraw... - Releasing DirectDraw object - Unloading DDRAW.DLL |
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#55 |
Re: H266MOD for EDuke32
Did you forget to put an endevent at the end of your EVENT_GAME code?
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#56 |
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No, I didn't forget.
The wierd things about the problem are:
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#57 | |
Re: H266MOD for EDuke32
Quote:
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#58 |
Re: H266MOD for EDuke32
I fixed it. The problem was that I had two breaks in one case, although it was in a set of brackets with something else.
Work is going pretty fast, but there is a lot of work to be done. Once I shift my main focus to Incinerator, I probably won't get much done with this. Currently I am working on a nuke you can fire. What happens is:
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#59 | |
Re: H266MOD for EDuke32
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#60 |
Re: H266MOD for EDuke32
Sounds like the nerfed cataclysm device or the airstrike in Q2:WoD.
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#61 | |
Re: H266MOD for EDuke32
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It ought to be obligatory for every Duke Nukem mod to actually have a nuke, so he can live up to his name.
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#62 |
Re: H266MOD for EDuke32
The cataclysm device was a grenade that would send out uber-powerful flames in a giant ring similar to how your nuke works. It eventually was cut and replaced by the airstrike, which took a little more patience and skill to use properly.
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#63 | |
Re: H266MOD for EDuke32
Quote:
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#64 |
Re: H266MOD for EDuke32
Like in the Platoon Tc?
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#65 |
Re: H266MOD for EDuke32
Well, actually, I couldn't get the "Deactivate Nuke" button to work and I decided not to have it launch itself into the air (yet), just have one big explosion, and have it appear the Tripbombs and Pipebombs were in the nuke. (They're the same projectiles I use for the TB and PB explosion sequences)
Currently these are things I'm totally done with (for v1.5):
These are things I'm still working on:
These are things I've abandoned for v1.5:
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#66 |
Re: H266MOD for EDuke32
The rockets blowing up prematurely could be caused by the way you have the projectile defined, or by something you're doing to the projectiles in EVENT_GAME or EVENT_EGS or setthisprojectile, and probably a few others I haven't thought of.
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#67 |
Re: H266MOD for EDuke32
Hooray, my 100th post!
No, it's not anything I've done to it. I've heard of people who had the same problem before DOS EDuke had any real control over the RPG actor. |
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#68 |
Re: H266MOD for EDuke32
For now I've decided to just not let them take any damage from the explosions.
There seems to be a glitch. When ever I am attacked, sometimes I have a "palfrom 64 64", and I ended up having the shrunk hand animation stuck and 30 hp. When I typed "Give Health" in the console, it gave me an error that I was dead. How can I be dead if I have 30 hp? Next I tried putting god mode on, but that didn't do any good. Lastly, I tried going back to the User Map menu and selecting my custom testing map again, but the screen got kind of dark and EDuke32 crashed. I am using the July 25th snapshot. (Without UPX) |
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#69 |
Re: H266MOD for EDuke32
Damn, and I thought I had problems.
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#70 | |
Re: H266MOD for EDuke32
Quote:
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#71 |
Re: H266MOD for EDuke32
OK, I'll get the latest one again.
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#72 |
Re: H266MOD for EDuke32
I am using the July 30th snapshot now. There aren't any weird-ass crashes involving the shrunk animation, but there are still some crashes. I am noticing in my .log files this line when I crash:
Code:
Fatal Signal caught: SIGSEGV. Bailing out. |
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#73 |
Re: H266MOD for EDuke32
Maybe you should run Memtest86 or something.
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#74 |
Re: H266MOD for EDuke32
I ran Memtest86+ overnight and after 11 passes it came up with 0 errors.
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#75 |
Re: H266MOD for EDuke32
Ah, okay. Well then... in what situations do the crashes occur?
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#76 |
Re: H266MOD for EDuke32
Crashes I'm sure still happen:
Crashes that may still happen (this may be of some relevence):
Crashes that don't happen any more:
There may be more, but I've already named 7 of them (5 of them relevent). Good enough for this post. |
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#77 |
Re: H266MOD for EDuke32
I guess you could e-mail me the CONs that you're getting these crashes with.
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#78 |
Re: H266MOD for EDuke32
I am very close to H266MOD v1.5. All I have to do is perfect the pipebomb alt firing mode and figure out why it keeps crashing with the shrunk hand animation stuck and extremely large.
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#79 |
Re: H266MOD for EDuke32
My code for the pipebomb alt firing mode is just not working. The weapon switches and fires alright, but when it's time to launch the MORTERs, they just explode right next to the pipebomb, even after I set its hitradius and damage to zero.
To combat this I designed a projectile that looks just like the MORTER that can be fired and can't explode until the MORTERs are spawned. The problem with this projectile is that the pipebomb only fires one MORTERPROJ! ![]() Also, if there is a fix, I'd prefer to use my MORTERPROJ because regular MORTERs (if they don't explode first) go way too far out to be used as a mine on the floor. Here is the defineprojectile code: Code:
defineprojectile MORTERPROJ PROJ_WORKSLIKE 6150 defineprojectile MORTERPROJ PROJ_XREPEAT 32 defineprojectile MORTERPROJ PROJ_YREPEAT 32 defineprojectile MORTERPROJ PROJ_SXREPEAT 32 defineprojectile MORTERPROJ PROJ_SYREPEAT 32 defineprojectile MORTERPROJ PROJ_VEL 115 defineprojectile MORTERPROJ PROJ_BOUNCES 3 defineprojectile MORTERPROJ PROJ_DROP -150 defineprojectile MORTERPROJ PROJ_CSTAT 257 defineprojectile MORTERPROJ PROJ_SPAWNS MORTER Code:
case MORTERPROJ: spawn FRAMEEFFECT1 break Code:
case MORTERPROJ: ifaction 0 { getactor[THISACTOR].owner ACTORID getactor[ACTORID].ang ANGVAR setactor[THISACTOR].ang ANGVAR } break Here is the code the pipebomb executes all jumbled together: Code:
state morter_shoot ezshoot -1000 MORTERPROJ addvar ANGVAR 256 ifvarg ANGVAR 2047 { subvar ANGVAR 2048 } // Some checks so that the actor's angle doesn't become messed up ifvarl ANGVAR -2047 { addvar ANGVAR 2048 } setactor[THISACTOR].ang ANGVAR ends state morter_launch setprojectile[THISACTOR].hitradius ZERO setprojectile[THISACTOR].extra ZERO getactor[THISACTOR].ang ANGVAR state morter_shoot state morter_shoot state morter_shoot state morter_shoot state morter_shoot state morter_shoot state morter_shoot state morter_shoot ends onevent EVENT_EGS ... case HEAVYHBOMB: setvar LOOP 0 ifspawnedby APLAYER { ifvare pipeon 0 { setvar PROPERTY -2 } } break ... endevent onevent EVENT_GAME ... case HEAVYHBOMB: ifvare PROPERTY -2 { addvar LOOP 1 ifvare LOOP 53 { // setvar LOOP 0 state morter_launch // fall // getsector[THISACTOR].floorz z // setactor[THISACTOR].z z state scraps espawn EXPLOSION2 setactor[RETURN].xrepeat 8 setactor[RETURN].yrepeat 8 sound PIPEBOMB_EXPLODE setactor[THISACTOR].xrepeat ZERO } } break ... endevent |
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#80 |
Re: H266MOD for EDuke32
in EVENT_GAME...
isn't it always going to be true that the action is 0? in state morter_shoot... why do you use ezshoot when you aren't setting RETURN? setprojectile is used to change the definition of a projectile, so you use it on a tile number. setthisprojectile is used on a specific shot of a projectile. Sometimes I have thought that something was shooting once, when really it was shooting many times but all the shots were in the same spot. Could this be happening? You don't need the safety checks on the angle because it automatically loops when it gets above 2047
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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