06-15-2008, 10:23 AM | #1001 |
Re: EDuke32 Scripting (CON coding)
http://wiki.eduke32.com/wiki/Pre-defined_gamevars
It's WEAPONX_RELOAD As you can see, WEAPON1_RELOAD is 27, the time it takes for the pistol to reload.
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06-15-2008, 11:11 AM | #1002 |
Re: EDuke32 Scripting (CON coding)
Thanks. (:
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06-18-2008, 02:05 PM | #1003 |
Re: EDuke32 Scripting (CON coding)
Which is what I'm doing for my mod. I have the display code in, but not the firing code. Either way it crashes on map load.
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06-19-2008, 05:01 AM | #1004 |
Re: EDuke32 Scripting (CON coding)
Sorry to hear that. But keep hacking at it. (: A couple of months ago I was a total noob for CON coding but with patience, persistence and allot of practice, I've managed to learn a great deal. I've coded 7 completely different weapons with alt fire modes for our mod. Another three are on the way and it feels great having confidence in yourself and knowing that you have the power to do it. When you learn on your own, you develop a sturdier experience base and adopt a language-specific problem-solving logic which helps allot.
Alright, I come with questions. What would be the best way to make the radius of an RPG-type impact 'push back' actors around it (including the player)? Was something like that ever done before? Is it possible to make the player and other destructible actors or enemies take only partial damage if they are on a certain distance in the RPG-type impact radius. Basically to make a player take full explosion damage if the projectile hits at point blank range, and only a fraction of damage if standing on the brink of the impact radius.
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06-25-2008, 03:59 AM | #1005 |
Re: EDuke32 Scripting (CON coding)
Please tell me how EVENT_DISPLAYMENU works. I want to disable selecting of episode number after I entered "NEW GAME" in a game main menu. Can this event help me?
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06-29-2008, 05:04 PM | #1006 | |
Re: EDuke32 Scripting (CON coding)
Quote:
As for my own question - I'm trying to find out how close the player is to the wall he's looking at (To be specific - I'm trying to code something that will make the scuba-gear 'glare' I added in NS to only show up if the player's close to and looking at a bright wall) I'm sure it's a simple peice of maths related to the hitscan location and the player position...but I don't know what it is |
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06-29-2008, 08:40 PM | #1007 | |
Re: EDuke32 Scripting (CON coding)
Quote:
Edit: also, the DukePlus ledge grabbing code uses it in that very context.
Last edited by Dr. Kylstien; 06-29-2008 at 08:49 PM.
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06-29-2008, 09:21 PM | #1008 |
Re: EDuke32 Scripting (CON coding)
It is just the pythagorean theorem, and my version of the state has fewer lines than yours did.
But since I have made so much use of it, maybe I should rename it to state Kystien in your honor. Code:
state pythagoras // next code gets distance between (x,y) and (hitx,hity), puts result in xydist setvarvar temp x subvarvar temp hitx mulvarvar temp temp setvarvar tempb y subvarvar tempb hity mulvarvar tempb tempb addvarvar temp tempb sqrt xydist temp ends
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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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06-30-2008, 04:45 AM | #1009 | ||
Re: EDuke32 Scripting (CON coding)
Quote:
Quote:
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07-01-2008, 04:13 AM | #1010 |
Re: EDuke32 Scripting (CON coding)
Thread is too large. Part 2 can be found here:
http://forums.3drealms.com/vb/showthread.php?t=32074 |
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con code, con help, eduke32, eduke32 scripting |
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