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Author Topic: Eduke documentation  (Read 51351 times)

FreeFrag

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Eduke documentation
« Reply #30 on: February 21, 2004, 09:28:53 PM »
How would I go about that?
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Manson

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« Reply #31 on: February 22, 2004, 12:02:23 AM »
THE OLD FIREPISTOL CODE:
state firepistol
//                if( p->ammo_amount[PISTOL_WEAPON] > 0 )
//                {
//                    p->ammo_amount[PISTOL_WEAPON]--;
//                    (*kb) = 1;
//                }

 getplayer[THISACTOR].ammo_amount currentweapon wp_temp
 ifvarg wp_temp 0
 {
    subvar wp_temp 1
    setplayer[THISACTOR].ammo_amount currentweapon wp_temp
 }
ends

THE NEW:
state firepistol
  :mrgreen:
ends
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FreeFrag

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« Reply #32 on: February 22, 2004, 03:09:17 AM »
Dude, how 'bout actual instructions? :b
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Manson

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« Reply #33 on: February 23, 2004, 02:57:57 PM »
Lets see,,,,, the event that calls the fire weapon code subtracts 1 bullet from the click per call:
state firepistol
// if( p->ammo_amount[PISTOL_WEAPON] > 0 )
// {
// p->ammo_amount[PISTOL_WEAPON]--;
// (*kb) = 1;
// }

getplayer[THISACTOR].ammo_amount currentweapon wp_temp
ifvarg wp_temp 0
{
subvar wp_temp 1
setplayer[THISACTOR].ammo_amount currentweapon wp_temp
}
ends



what you want is to extract 0 bullets.

state firepistol
 // all the above is now useless, as all it did, were to remove 1 bullet,,,,,  :D
ends

I don't know if I can put it any clearer,,,,
the state firepistol is the one which 'takes' the bullets from the players clip.
Deleteing all the code in it, will disable the decrementing of the ammo.
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FreeFrag

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« Reply #34 on: February 24, 2004, 03:43:21 AM »
No, it just disables the pistol altogether. :P

Update- I sought help from MBlackwell. Nothing we tried would make it work, but we did make a change. Firstly, I'll state that the default code as it was subtracted two bullets per fire instead of one. The changes we made always made the game subtract one bullet, so we think that it's in state displaypistol and not entirely in state firepistol.
« Last Edit: February 24, 2004, 04:28:55 AM by BlasterDRP »
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Manson

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« Reply #35 on: February 27, 2004, 01:18:24 AM »
What version of EDuke were you using?
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FreeFrag

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« Reply #36 on: February 27, 2004, 05:51:15 AM »
Build 39.
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Manson

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« Reply #37 on: February 27, 2004, 06:36:30 AM »
Hmm,,,
Sorry, I can't currently help you then,,,, I'm busy with some other EDuke related effects.
I hope you get it working, however, I don't see why the event wont help you,,,,

have you tried:

 ifvare currentweapon PISTOL_WEAPON
  { setvar wp_temp 200 setplayer[THISACTOR].ammo_amount currentweapon wp_temp }

Damnit! I can't just let this go, I just have to keep coming up with ideas,,,, Any way, I AM busy,,,, dumb me!
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Usurper

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Eduke documentation
« Reply #38 on: February 27, 2004, 06:55:54 AM »
If you set kickback_pic to 1 to start a weapon firing in 2.0, would it subtract ammo?  If you're using the old switch/case method, I imagine kickback_pic still works.
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Eduke documentation
« Reply #39 on: March 01, 2004, 01:19:53 PM »
Anyone try it?

Also, sorry the doc isn't ready yet.  Got a couple days off this week, going to work on it then.
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FreeFrag

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« Reply #40 on: March 07, 2004, 04:23:27 AM »
How do I just make the RPG a generic animation as far as frames? I like the kickback, but I just want it to be one-two-three-four-five instead of one(overlapped by two-three-four).
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Manson

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« Reply #41 on: March 07, 2004, 04:33:29 AM »
Just go to the display rpg code, and remove the part of the code, that draws the muzzleflash.
2nd you must add the weaponcount variable to the tilenum (possibly devided by some number, to make it 4-5 animations only.
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FreeFrag

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« Reply #42 on: March 07, 2004, 04:42:58 AM »
Note that I know very little about that con file... you gotta be more specific with this stuff, man.
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Manson

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« Reply #43 on: March 08, 2004, 04:23:21 PM »
I don't want to do the codeing for you, so here's som instructions to lean by:

1) go to the display weapon event
2) find the place where the showrpg state is called from (within the display weapon event)
3) find the actual 'show rpg' state (search for the string found in 2)
4) go through the code and spend a half hour figuring out what it does
5) remove the piece of code, that draws the muzzleflash (look for the 2nd call of 'myospal' - most likely located within an "ifvarg WEAPONCOUNT 0 { "
- the 0-value might be higher.

Figuring out the way the myospal works is not difficult, but you need to take the time to read it. Once you've done that, it'll be much easier for you, and you'll be able to do things never seen in build before :)
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FreeFrag

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« Reply #44 on: April 07, 2004, 05:28:37 AM »
Has it progressed at all?
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