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Old 06-15-2008, 10:23 AM   #1001
DeeperThought

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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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Old 06-15-2008, 11:11 AM   #1002
Dimebog

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Re: EDuke32 Scripting (CON coding)
Thanks. (:
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Old 06-18-2008, 02:05 PM   #1003
Hendricks266
Re: EDuke32 Scripting (CON coding)
Quote:
Originally Posted by DeeperThought View Post
However, the hardcoded system is very limited, and if you want to do something different like have the player reload shotgun shells one at a time with the ability to interrupt the sequence, then you need to code your own system.
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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Old 06-19-2008, 05:01 AM   #1004
Dimebog

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Re: EDuke32 Scripting (CON coding)
Quote:
Originally Posted by Hendricks266 View Post
Either way it crashes on map load.
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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Old 06-25-2008, 03:59 AM   #1005
LipSheZ

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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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Old 06-29-2008, 05:04 PM   #1006
Jblade

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Re: EDuke32 Scripting (CON coding)
Quote:
Originally Posted by LipSheZ View Post
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?
EVENT_DISPLAYMENU just allows you to draw behind the menu-screen (and EVENT_DISPLAYMENUREST allows you to draw stuff ontop of the default menu)

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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Old 06-29-2008, 08:40 PM   #1007
Dr. Kylstien
Re: EDuke32 Scripting (CON coding)
Quote:
Originally Posted by Jblade View Post
EVENT_DISPLAYMENU just allows you to draw behind the menu-screen (and EVENT_DISPLAYMENUREST allows you to draw stuff ontop of the default menu)

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
I have a handy state that does that, but it's on my other computer. Fortunately for you, Deeper Thought has been using it in his mods. Just look for a state called "pythagoras."

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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Old 06-29-2008, 09:21 PM   #1008
DeeperThought

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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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Old 06-30-2008, 04:45 AM   #1009
XTHX2

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Smirk Re: EDuke32 Scripting (CON coding)
Quote:
onevent EVENT_USENIGHTVISION
switch HEATUSE
case 0
inittimer 60
break
case 1
inittimer 120
break
endswitch
endevent
Quote:
onevent EVENT_ENTERLEVEL
inittimer 120
endevent
Well since we can discuss our Con problems here, I've came up with this. What I'm trying to do is to make heat sensors slow the time by half of the game's actual time was. But I got a strange bug which is if you leave heat sensor open and if it expires, you are stuck and it's always slow! Also can I slow anything else but not player? I think I may have to edit every single speed variable of player the longer way... Thanks for reading anyway. Actually, I have tons of things to ask but everything has a time isn't it?
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Old 07-01-2008, 04:13 AM   #1010
ADM

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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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