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| Please note that this tutorial is a work-in-progress. If you find any errors, please edit the talk page for this article.
| | This page has been cleared because it was less of a tutorial and more of resource that you had to put together yourself. It contained some incorrect information as well. The BOSS4 section was done especially poorly. If you really want to see it, view this article's history. |
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| This tutorial is for how to enable the actors BOSS1, BOSS2, BOSS3, and BOSS4 become their miniboss counterparts without any bugs so you can put them in user maps and\or CON hacks.
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| __TOC__
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| == Intoduction ==
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| From now on I will refer to the bosses as follows:
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| *BOSS1 - Ep. 1 - Battlelord
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| *BOSS2 - Ep. 3 - Cycloid Emperor
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| *BOSS3 - Ep. 2 - Overlord (Yes, these two are mixed up. Do not try to switch them to what they should be.)
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| *BOSS4 - Ep. 4 - Alien Queen
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| The Battlelord is programmed sufficently enough to allow its placement in maps, and the official levels do contain some mini Battlelords. In order to successfully perform the actions described in this tutorial, you will need to understand that while the Battlelord, Overlord, and Cycloid Emperor are already enabled and just require an easy bug fix or two, the Alien Queen will require some CON coding skill, time, patience, and effort for reasons described below.
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| When I say "Change it to this:", I want you to copy the text below it in the box and overwrite the text in the box above by pasting it when the old text is completely selected, but in your .CON files of course. There is not much point in changing the web page! [[Image:Wink.gif]]
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| Also, when I say "Open <insert name of .CON file here>.", I want you to open whatever .CON file the text in the box below is in. I am just stating the defaults.
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| Ready to begin?
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| == Strengths and Gamevars ==
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| Open USER.CON. Scroll down to here:
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| define BOSS1STRENGTH 4500
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| define BOSS1PALSTRENGTH 1000
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| define BOSS2STRENGTH 4500
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| define BOSS3STRENGTH 4500
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| define BOSS4STRENGTH 6000
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| Change it to this:
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| define BOSS1STRENGTH 4500
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| define BOSS1PALSTRENGTH 1000
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| define BOSS2STRENGTH 4500
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| define BOSS2PALSTRENGTH '''1000'''
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| define BOSS3STRENGTH 4500
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| define BOSS3PALSTRENGTH '''1000'''
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| define BOSS4STRENGTH 6000
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| define BOSS4PALSTRENGTH '''1333'''
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|
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| gamevar BOSSX 0 2
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| gamevar BOSSY 0 2
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| gamevar BOSSZ 0 2
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| gamevar BOSSSPRPAL 0 2
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| gamevar BOSSLOTAG 0 2
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| gamevar BOSSSECTOR 0 2
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| The strengths from mini BOSS2 and BOSS3 was put the same as BOSS1, oblivious because the big versions are the same. BOSS4 is proportional as 4500 - 1000 to 6000 - 1333. The [[gamevar|gamevars]] need to remain the exact same thing as what is shown here.
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| Note that the strengths do not have to be what is described here. All that matters is that these eight [[define|defines]] exist.
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| == BOSS1 ==
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| === state checkboss1hitstate ===
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| Search for "state checkboss1hitstate" in GAME.CON. Scroll down to this:
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| ifdead
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| {
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| ifspritepal 0
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| globalsound DUKE_TALKTOBOSSFALL
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| else
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| {
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| ifrnd 64
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| globalsound DUKE_TALKTOBOSSFALL
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| ifwasweapon FREEZEBLAST
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| {
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| sound SOMETHINGFROZE
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| spritepal 1
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| move 0
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| action ABOSS1FROZEN
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| strength 0
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| break
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| }
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| }
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|
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| sound BOS1_DYING
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|
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| addkills 1
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| ai AIBOSS1DYING
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| }
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| Change it to this:
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| ifdead
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| {
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| ifspritepal 0
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| globalsound DUKE_TALKTOBOSSFALL
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| else
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| {
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| ifwasweapon FREEZEBLAST
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| {
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| sound SOMETHINGFROZE
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| spritepal 1
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| move 0
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| action ABOSS1FROZEN
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| strength 0
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| break
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| }
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| }
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|
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| sound BOS1_DYING
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|
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| addkills 1
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| ai AIBOSS1DYING
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| }
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| == BOSS2 ==
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| === state checkboss2hitstate ===
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| Search for "state checkboss2hitstate" in GAME.CON. Scroll down to this:
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| ifdead
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| {
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| ifspritepal 0
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| globalsound DUKE_TALKTOBOSSFALL
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| else
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| {
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| ifrnd 64
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| globalsound DUKE_TALKTOBOSSFALL
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| ifwasweapon FREEZEBLAST
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| {
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| sound SOMETHINGFROZE
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| spritepal 1
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| move 0
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| action ABOSS2FROZEN
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| strength 0
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| break
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| }
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| }
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|
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| sound BOS2_DYING
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|
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| addkills 1
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|
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| ai AIBOSS2DYING
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| }
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| Change it to this:
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| ifdead
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| {
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| ifspritepal 0
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| globalsound DUKE_TALKTOBOSSFALL
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| else
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| {
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| ifwasweapon FREEZEBLAST
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| {
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| sound SOMETHINGFROZE
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| spritepal 1
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| move 0
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| action ABOSS2FROZEN
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| strength 0
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| break
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| }
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| }
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|
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| sound BOS2_DYING
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|
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| addkills 1
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| ai AIBOSS2DYING
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| }
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| === state boss2code ===
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| Search for "state boss2code" in GAME.CON. Scroll down to this:
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| ifai 0
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| {
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| ifspritepal 0
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| ai AIBOSS2RUNENEMY
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| else
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| {
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| strength 1
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| sound BOS2_ATTACK ai AIBOSS2SHOOTENEMY
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| }
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| }
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| Change it to this:
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| getsector[THISACTOR].lotag BOSSLOTAG // This prevents BOSS2 from going into water to prevent issues.
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| ifvare BOSSLOTAG 1
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| {
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| setactor[THISACTOR].x BOSSX
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| setactor[THISACTOR].y BOSSY
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| setactor[THISACTOR].z BOSSZ
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| updatesectorz monstx monsty monstz BOSSSECTOR
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| changespritesect THISACTOR BOSSSECTOR
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| }
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| else
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| {
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| getactor[THISACTOR].x BOSSX
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| getactor[THISACTOR].y BOSSY
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| getactor[THISACTOR].z BOSSZ
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| }
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|
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| ifai 0
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| {
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| ifspritepal 0
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| ai AIBOSS2RUNENEMY
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| else
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| {
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| clipdist 8 // This is here so that the RPGs fired from the bosses do not explode in their faces.
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| strength BOSS2PALSTRENGTH // This is the main bug fix. If you do not change this, the mini-bosses will only have 1 health.
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| sound BOS2_ATTACK
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| ai AIBOSS2SHOOTENEMY
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| }
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| }
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| == BOSS3 ==
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| === state checkboss3hitstate ===
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| Search for "state checkboss3hitstate" in GAME.CON. Scroll down to this:
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| ifdead
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| {
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| ifspritepal 0
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| globalsound DUKE_TALKTOBOSSFALL
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| else
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| {
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| ifrnd 64
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| globalsound DUKE_TALKTOBOSSFALL
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| ifwasweapon FREEZEBLAST
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| {
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| sound SOMETHINGFROZE
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| spritepal 1
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| move 0
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| action ABOSS3FROZEN
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| strength 0
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| break
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| }
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| }
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|
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| addkills 1
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| ai AIBOSS3DYING
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|
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| sound BOS3_DYING
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| sound JIBBED_ACTOR9
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|
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| }
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| Change it to this:
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| ifdead
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| {
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| ifspritepal 0
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| globalsound DUKE_TALKTOBOSSFALL
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| else
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| {
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| ifwasweapon FREEZEBLAST
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| {
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| sound SOMETHINGFROZE
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| spritepal 1
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| move 0
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| action ABOSS3FROZEN
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| strength 0
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| break
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| }
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| }
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|
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| sound BOS3_DYING
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|
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| addkills 1
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| ai AIBOSS3DYING
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| }
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| === state boss3code ===
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| Search for "state boss3code" in GAME.CON. Scroll down to this:
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| ifai 0
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| {
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| ifspritepal 0
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| ai AIBOSS3RUNENEMY
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| else
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| {
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| strength 1
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| ai AIBOSS3LOBENEMY
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| }
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| }
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| Change it to this:
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| getsector[THISACTOR].lotag BOSSLOTAG // This prevents BOSS3 from going into water to prevent issues.
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| ifvare BOSSLOTAG 1
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| {
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| setactor[THISACTOR].x BOSSX
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| setactor[THISACTOR].y BOSSY
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| setactor[THISACTOR].z BOSSZ
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| updatesectorz monstx monsty monstz BOSSSECTOR
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| changespritesect THISACTOR BOSSSECTOR
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| }
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| else
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| {
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| getactor[THISACTOR].x BOSSX
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| getactor[THISACTOR].y BOSSY
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| getactor[THISACTOR].z BOSSZ
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| }
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|
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| ifai 0
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| {
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| ifspritepal 0
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| ai AIBOSS3RUNENEMY
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| else
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| {
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| clipdist 8 // This is here so that the RPGs fired from the bosses do not explode in their faces.
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| strength BOSS3PALSTRENGTH // This is the main bug fix. If you do not change this, the mini-bosses will only have 1 health.
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| sound BOS3_ATTACK1
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| ai AIBOSS3LOBENEMY
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| }
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| }
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| == BOSS4 ==
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| BOSS4 is a bit more complicated because there is no programming at all for it to be a miniboss.
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| === Animations, Movements, and Artificial Intelligence ===
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| First, go to where it says:
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| action ABOSS4WALK 0 4 5 1 30
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| action ABOSS4DYING 40 9 1 1 20
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| action ABOSS4ABOUTTOSHOOT 20 1 5 1 40
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| action ABOSS4SHOOT 25 2 5 1 10
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| action ABOSS4LAYIT 50 3 5 1 120
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| action BOSS4FLINTCH 40 1 1 1 1
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| action ABOSS4DEAD 49
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|
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| move BOSS4WALKVELS 128
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| move BOSS4STOPPED
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|
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| ai AIBOSS4LAYEGGS ABOSS4WALK BOSS4WALKVELS randomangle geth
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| ai AIBOSS4SHOOT ABOSS4ABOUTTOSHOOT BOSS4STOPPED faceplayer
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| ai AIBOSS4DYING ABOSS4DYING BOSS4STOPPED faceplayer
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| Change it to this:
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| action ABOSS4WALK 0 4 5 1 30
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| action ABOSS4DYING 40 9 1 1 20
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| action ABOSS4ABOUTTOSHOOT 20 1 5 1 40
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| action ABOSS4SHOOT 25 2 5 1 10
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| action ABOSS4LAYIT 50 3 5 1 120
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| action BOSS4FLINTCH 40 1 1 1 1
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| action ABOSS4DEAD 49
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| action ABOSS4FROZEN 0 1 5
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|
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| move BOSS4WALKVELS 128
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| move BOSS4STOPPED
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| move PALBOSS4SHRUNKRUNVELS 72
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|
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| ai AIBOSS4LAYEGGS ABOSS4WALK BOSS4WALKVELS randomangle geth
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| ai AIBOSS4SHOOT ABOSS4ABOUTTOSHOOT BOSS4STOPPED faceplayer
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| ai AIBOSS4DYING ABOSS4DYING BOSS4STOPPED faceplayer
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| ai AIBOSS4PALSHRINK ABOSS4WALK PALBOSS4SHRUNKRUNVELS furthestdir
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| ai AIBOSS4SEEKENEMY ABOSS4WALK PALBOSS4SHRUNKRUNVELS seekplayer
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|
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| state boss4palshrunkstate
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| ifcount SHRUNKDONECOUNT { cstat 257 ai AIBOSS4SEEKENEMY }
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| else ifcount SHRUNKCOUNT { sizeto 40 40 }
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| else { state genericshrunkcode }
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| ends
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| Note that "state boss4palshrunkstate" is supposed to be there. You should put it there because that is a very convenient space for it.
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| === state checkboss4hitstate ===
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| Next, go to this:
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| state checkboss4hitstate
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| ifrnd 2
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| spawn BLOODPOOL
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|
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| ifdead
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| {
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| globalsound DUKE_TALKTOBOSSFALL
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|
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| addkills 1
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| ai AIBOSS4DYING
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|
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| sound BOS4_DYING
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| sound BOSS4_DEADSPEECH
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| }
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| else
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| {
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| soundonce BOS4_PAIN
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| debris SCRAP1 1
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| guts JIBS6 1
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|
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| ifaction ABOSS4LAYIT
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| break
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|
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| ifrnd 16
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| {
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| action BOSS4FLINTCH
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| move 0
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| }
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|
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| }
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| ends
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| Change it to this:
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| state checkboss4hitstate
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| ifrnd 2
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| spawn BLOODPOOL
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|
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| ifdead
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| {
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| ifvarn BOSSSPRPAL 0
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| {
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| ifwasweapon FREEZEBLAST
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| {
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| sound SOMETHINGFROZE
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| spritepal 1
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| move 0
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| action ABOSS4FROZEN
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| strength 0
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| break
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| }
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| }
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|
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| globalsound DUKE_TALKTOBOSSFALL // Note that since the Alien Queen is female, this line is incorrect. She <nowiki>*is*</nowiki> a bitch.
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|
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| addkills 1
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| ai AIBOSS4DYING
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|
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| sound BOS4_DYING
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| }
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| else
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| {
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| soundonce BOS4_PAIN
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| debris SCRAP1 1
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| guts JIBS6 1
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|
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| ifaction ABOSS4LAYIT
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| break
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|
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| ifrnd 16
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| {
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| action BOSS4FLINTCH
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| move 0
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| }
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| }
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| ends
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| === state boss4code ===
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| After that, go to:
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| state boss4code
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|
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| ifai 0
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| ai AIBOSS4LAYEGGS
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| else
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| ifaction BOSS4FLINTCH
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| {
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| ifactioncount 3
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| ai AIBOSS4LAYEGGS
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| }
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| else
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| ifai AIBOSS4LAYEGGS
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| state boss4layeggs
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| else
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| ifai AIBOSS4SHOOT
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| state boss4shootstate
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|
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| ifai AIBOSS4DYING
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| state boss4dyingstate
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| else
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| {
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| ifhitweapon
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| state checkboss4hitstate
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| else
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| ifp palive
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| ifpdistl 1280
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| {
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| addphealth -1000
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| palfrom 63 63
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| }
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| }
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| ends
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| Change it to this:
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| state boss4code
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| ifaction ABOSS4FROZEN
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| {
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| ifcount THAWTIME
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| {
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| ai AIBOSS4SHOOT
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| getlastpal
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| }
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| else
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| ifcount FROZENDRIPTIME
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| {
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| ifactioncount 26
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| {
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| spawn WATERDRIP
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| resetactioncount
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| }
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| }
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|
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| ifhitweapon
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| {
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| ifwasweapon FREEZEBLAST
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| {
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| strength 0
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| break
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| }
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| addkills 1
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|
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| lotsofglass 30
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| sound GLASS_BREAKING
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| ifrnd 84 spawn BLOODPOOL
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| killit
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| }
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| ifp pfacing
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| ifpdistl FROZENQUICKKICKDIST
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| pkick
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| break
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| }
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| ifai 0
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| {
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| ifvarn BOSSSPRPAL 0 { strength BOSS4PALSTRENGTH }
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| ai AIBOSS4LAYEGGS
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| }
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| else
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| ifaction BOSS4FLINTCH
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| {
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| ifactioncount 3
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| ai AIBOSS4LAYEGGS
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| }
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| else
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| ifai AIBOSS4LAYEGGS
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| state boss4layeggs
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| else
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| ifai AIBOSS4SHOOT
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| state boss4shootstate
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| else
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| ifai AIBOSS4PALSHRINK
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| state boss4palshrunkstate
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|
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| ifai AIBOSS4DYING
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| state boss4dyingstate
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| else
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| {
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| ifhitweapon
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| state checkboss4hitstate
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| else
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| ifp palive
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| ifvare BOSSSPRPAL 0
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| {
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| ifpdistl 1280
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| {
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| addphealth -1000
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| sound SQUISHED
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| palfrom 64 64
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| break
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| }
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| }
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| }
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| ends
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| | |
| === actor BOSS4 ===
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| Then, go to:
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| actor BOSS4STAYPUT BOSS4STRENGTH
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|
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| fall
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| cactor BOSS4
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| spritepal 6
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| state boss4code
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| getlastpal
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|
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| enda
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|
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| actor BOSS4 BOSS4STRENGTH
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|
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| fall
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| cactor BOSS4
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| spritepal 6
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| state boss4code
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| getlastpal
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|
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| enda
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| Change it to this:
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| state boss4_init
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| ifaction 0 { getactor[THISACTOR].pal BOSSSPRPAL }
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| fall
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| spritepal 6
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| state boss4code
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| getlastpal
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| ends
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|
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| useractor enemystayput BOSS4STAYPUT BOSS4STRENGTH
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| state boss4_init
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| cactor BOSS4
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| enda
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|
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| useractor enemy BOSS4 BOSS4STRENGTH
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| state boss4_init
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| enda
| |
| | |
| == Conclusion ==
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| | |
| After that, you should be all set! [[Image:Smile.gif]]
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| | |
| To insert a miniboss in a user map, create the boss sprite you want, and then give it a palette of something other than 0. I recommend pal 3 because pal 21 makes some minor changes to the first three boss' sprites, while the Alien Queen looks red with pal 21. In the end, all that matters is that the spritepal is not 0. [[Image:Wink.gif]]
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| [[Category:Tutorials]]
| |