Enable and fix minibosses: Difference between revisions
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setactor[THISACTOR].y BOSSY | setactor[THISACTOR].y BOSSY | ||
setactor[THISACTOR].z BOSSZ | setactor[THISACTOR].z BOSSZ | ||
updatesectorz | updatesectorz BOSSX BOSSY BOSSZ BOSSSECTOR | ||
changespritesect THISACTOR BOSSSECTOR | changespritesect THISACTOR BOSSSECTOR | ||
} | } |
Revision as of 20:02, 17 February 2007
Please note that this tutorial is a work-in-progress. If you find any errors, please edit the talk page for this article.
This tutorial is for how to enable the actors BOSS1, BOSS2, BOSS3, and BOSS4 to become their miniboss counterparts without any bugs so you can put them in user maps and\or CON hacks.
Intoduction
- FOREWARNING: From now on I will refer to the bosses as follows:
- BOSS1 - Ep. 1 - Battlelord
- BOSS2 - Ep. 3 - Cycloid Emperor
- BOSS3 - Ep. 2 - Overlord (Yes, these two are mixed up. Do not try to switch them to what they should be.)
- BOSS4 - Ep. 4 - Alien Queen
Have you ever wanted to put the Overlord, Cycloid Emperor, or even the Alien Queen in user maps without ending the episode and without any bugs? Have you seen this before and wanted to do something about it?
4.15.8 Making the Mini-Boss Map Name: NONE The mini-boss is simply the episode end boss, but when killed, his death doesn't start the end sequence. Plus, he's a lot easier to beat in "mini-boss" status. To change an end boss to a mini-boss, simply place the boss sprite where you want it, and give it a palette value of 21. To spawn a mini-boss, place a Respawn sprite where you want it to spawn, give it a hitag value of 2630, a lotag value equal to the lotag of the switch or Touchplate that toggles it, and a palette value of 21. NOTE #1: The second and third episode bosses cannot be made into mini-bosses without hacking the con files. 3D Realms mistakenly gave them only 1 health point when their palette value is anything but 0. If you do make them mini-bosses, realize that they will be extremely easy to kill.
You've come to the right place!
The Battlelord is programmed sufficently enough to allow its placement in maps, and the official levels do contain some mini Battlelords. If you have already played Duke Nukem 64, will probably have related that in the levels Hotel Hell (E3L8.map) and Freeway (E3L11.map) there are mini Overlords instead of some mini Battlelords.
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!
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.
Ready to begin?
Definitions
Open DEFS.CON. Search for "define BOSS1 2630".
Look at this:
define BOSS1 2630 define BOSS1STAYPUT 2631 define BOSS1SHOOT 2660 define BOSS1LOB 2670 define BOSSTOP 2696 define BOSS2 2710 define BOSS3 2760
Change it to this:
define BOSS1 2630 define BOSS1STAYPUT 2631 define BOSS1SHOOT 2660 define BOSS1LOB 2670 define BOSSTOP 2696 define BOSS2 2710 define BOSS2STAYPUT 2711 define BOSS3 2760 define BOSS3STAYPUT 2761
These two new defines enable STAYPUT versions of the Overlord and Cycloid Emperor. STAYPUT versions of actors do not leave their original sector.
Strengths and Gamevars
Open USER.CON. Scroll down to here:
define BOSS1STRENGTH 4500 define BOSS1PALSTRENGTH 1000 define BOSS2STRENGTH 4500 define BOSS3STRENGTH 4500 define BOSS4STRENGTH 6000
Change it to this:
define BOSS1STRENGTH 4500 define BOSS1PALSTRENGTH 1000 define BOSS2STRENGTH 4500 define BOSS2PALSTRENGTH 1000 define BOSS3STRENGTH 4500 define BOSS3PALSTRENGTH 1000 define BOSS4STRENGTH 6000 define BOSS4PALSTRENGTH 1333 gamevar BOSSX 0 2 gamevar BOSSY 0 2 gamevar BOSSZ 0 2 gamevar BOSSSPRPAL 0 2 gamevar BOSSLOTAG 0 2 gamevar BOSSSECTOR 0 2
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 gamevars need to remain the exact same thing as what is shown here.
Note that the strengths do not have to be what is described here. All that matters is that these eight defines exist.
BOSS1
state checkboss1hitstate
Search for "state checkboss1hitstate" in GAME.CON. Scroll down to this:
ifdead { ifspritepal 0 globalsound DUKE_TALKTOBOSSFALL else { ifrnd 64 globalsound DUKE_TALKTOBOSSFALL ifwasweapon FREEZEBLAST { sound SOMETHINGFROZE spritepal 1 move 0 action ABOSS1FROZEN strength 0 break } } sound BOS1_DYING addkills 1 ai AIBOSS1DYING }
Change it to this:
ifdead { ifspritepal 0 globalsound DUKE_TALKTOBOSSFALL else { ifwasweapon FREEZEBLAST { sound SOMETHINGFROZE spritepal 1 move 0 action ABOSS1FROZEN strength 0 break } } sound BOS1_DYING addkills 1 ai AIBOSS1DYING }
state boss1code
Search for "state boss1code" in GAME.CON.
ifaction ABOSS1FROZEN
Scroll down to this:
ifaction ABOSS1FROZEN { ifcount THAWTIME { ai AIBOSS1SEEKENEMY spritepal 21 } else ifcount FROZENDRIPTIME { ifactioncount 26 { spawn WATERDRIP resetactioncount } }
Change it to this:
ifaction ABOSS1FROZEN { ifcount THAWTIME { ai AIBOSS1SEEKENEMY getlastpal } else ifcount FROZENDRIPTIME { ifactioncount 26 { spawn WATERDRIP resetactioncount } }
ifai 0
Scroll down to this:
ifai 0 { ifspritepal 0 ai AIBOSS1RUNENEMY else { strength BOSS1PALSTRENGTH ai AIBOSS1SHOOTENEMY } }
Change it to this:
getsector[THISACTOR].lotag BOSSLOTAG // This prevents BOSS1 from going into water to prevent issues. ifvare BOSSLOTAG 1 { setactor[THISACTOR].x BOSSX setactor[THISACTOR].y BOSSY setactor[THISACTOR].z BOSSZ updatesectorz BOSSX BOSSY BOSSZ BOSSSECTOR changespritesect THISACTOR BOSSSECTOR } else { getactor[THISACTOR].x BOSSX getactor[THISACTOR].y BOSSY getactor[THISACTOR].z BOSSZ } ifai 0 { ifspritepal 0 ai AIBOSS1RUNENEMY else { strength BOSS1PALSTRENGTH stopallsounds sound BOS1_RECOG ai AIBOSS1SHOOTENEMY clipdist 16 } }
actor BOSS1
Search for "actor BOSS1" in GAME.CON.
Look at this:
actor BOSS1STAYPUT BOSS1STRENGTH cactor BOSS1 enda actor BOSS1 BOSS1STRENGTH fall state boss1code enda
Change it to this:
actor BOSS1 BOSS1STRENGTH fall state boss1code enda actor BOSS1STAYPUT BOSS1STRENGTH fall cactor BOSS1 enda useractor enemy BOSS1SHOOT BOSS1STRENGTH fall cactor BOSS1 ai AIBOSS1SHOOTENEMY enda // This actor automatically shoots the player. useractor enemy BOSS1LOB BOSS1STRENGTH fall cactor BOSS1 ai AIBOSS1LOBBED enda // This actor automatically lobs MORTERs at the player.
BOSS2
state checkboss2hitstate
Search for "state checkboss2hitstate" in GAME.CON. Scroll down to this:
ifdead { ifspritepal 0 globalsound DUKE_TALKTOBOSSFALL else { ifrnd 64 globalsound DUKE_TALKTOBOSSFALL ifwasweapon FREEZEBLAST { sound SOMETHINGFROZE spritepal 1 move 0 action ABOSS2FROZEN strength 0 break } } sound BOS2_DYING addkills 1 ai AIBOSS2DYING }
Change it to this:
ifdead { ifspritepal 0 globalsound DUKE_TALKTOBOSSFALL else { ifwasweapon FREEZEBLAST { sound SOMETHINGFROZE spritepal 1 move 0 action ABOSS2FROZEN strength 0 break } } sound BOS2_DYING addkills 1 ai AIBOSS2DYING }
state boss2code
Search for "state boss2code" in GAME.CON.
ifaction ABOSS2FROZEN
Scroll down to this:
ifaction ABOSS2FROZEN { ifcount THAWTIME { ai AIBOSS2SEEKENEMY spritepal 21 } else ifcount FROZENDRIPTIME { ifactioncount 26 { spawn WATERDRIP resetactioncount } }
Change it to this:
ifaction ABOSS2FROZEN { ifcount THAWTIME { ai AIBOSS2SEEKENEMY getlastpal } else ifcount FROZENDRIPTIME { ifactioncount 26 { spawn WATERDRIP resetactioncount } }
ifai 0
Scroll down to this:
ifai 0 { ifspritepal 0 ai AIBOSS2RUNENEMY else { strength 1 sound BOS2_ATTACK ai AIBOSS2SHOOTENEMY } }
Change it to this:
getsector[THISACTOR].lotag BOSSLOTAG // This prevents BOSS2 from going into water to prevent issues. ifvare BOSSLOTAG 1 { setactor[THISACTOR].x BOSSX setactor[THISACTOR].y BOSSY setactor[THISACTOR].z BOSSZ updatesectorz BOSSX BOSSY BOSSZ BOSSSECTOR changespritesect THISACTOR BOSSSECTOR } else { getactor[THISACTOR].x BOSSX getactor[THISACTOR].y BOSSY getactor[THISACTOR].z BOSSZ } ifai 0 { ifspritepal 0 ai AIBOSS2RUNENEMY else { strength BOSS2PALSTRENGTH // This is the main bug fix. If you do not change this, the mini-bosses will only have 1 health. stopallsounds sound BOS2_RECOG ai AIBOSS2SHOOTENEMY clipdist 16 // This is here so that the RPGs fired from the bosses do not explode in their faces. } }
actor BOSS2
Search for "actor BOSS2" in GAME.CON.
Look at this:
actor BOSS2 BOSS2STRENGTH fall state boss2code enda
Change it to this:
actor BOSS2 BOSS2STRENGTH fall state boss2code enda useractor enemystayput BOSS2STAYPUT BOSS2STRENGTH fall cactor BOSS2 enda
BOSS3
Artificial Intelligence
Scroll down to this:
ai AIBOSS3SEEKENEMY ABOSS3WALK BOSS3WALKVELS seekplayer ai AIBOSS3RUNENEMY ABOSS3RUN BOSS3RUNVELS faceplayerslow ai AIBOSS3LOBENEMY ABOSS3LOB BOSS3STOPPED faceplayer ai AIBOSS3DYING ABOSS3DYING BOSS3STOPPED faceplayer ai AIBOSS3PALSHRINK ABOSS3WALK PALBOSS3SHRUNKRUNVELS faceplayer
Change it to this:
ai AIBOSS3SEEKENEMY ABOSS3WALK BOSS3WALKVELS seekplayer ai AIBOSS3RUNENEMY ABOSS3RUN BOSS3RUNVELS faceplayerslow ai AIBOSS3LOBENEMY ABOSS3LOB BOSS3STOPPED faceplayer ai AIBOSS3DYING ABOSS3DYING BOSS3STOPPED faceplayer ai AIBOSS3PALSHRINK ABOSS3WALK PALBOSS3SHRUNKRUNVELS furthestdir
That last bit is changed because otherwise BOSS3 would simply sit there while playing its walking animation.
state checkboss3hitstate
Search for "state checkboss3hitstate" in GAME.CON. Scroll down to this:
ifdead { ifspritepal 0 globalsound DUKE_TALKTOBOSSFALL else { ifrnd 64 globalsound DUKE_TALKTOBOSSFALL ifwasweapon FREEZEBLAST { sound SOMETHINGFROZE spritepal 1 move 0 action ABOSS3FROZEN strength 0 break } } addkills 1 ai AIBOSS3DYING sound BOS3_DYING sound JIBBED_ACTOR9 }
Change it to this:
ifdead { ifspritepal 0 globalsound DUKE_TALKTOBOSSFALL else { ifwasweapon FREEZEBLAST { sound SOMETHINGFROZE spritepal 1 move 0 action ABOSS3FROZEN strength 0 break } } sound BOS3_DYING addkills 1 ai AIBOSS3DYING }
state boss3code
Search for "state boss3code" in GAME.CON.
ifaction ABOSS3FROZEN
Scroll down to this:
ifaction ABOSS3FROZEN { ifhitweapon { ifwasweapon FREEZEBLAST { strength 0 break }
Change it to this:
ifaction ABOSS3FROZEN { ifcount THAWTIME { ai AIBOSS3SEEKENEMY getlastpal } else ifcount FROZENDRIPTIME { ifactioncount 26 { spawn WATERDRIP resetactioncount } }
ifai 0
Scroll down to this:
ifai 0 { ifspritepal 0 ai AIBOSS3RUNENEMY else { strength 1 ai AIBOSS3LOBENEMY } }
Change it to this:
getsector[THISACTOR].lotag BOSSLOTAG // This prevents BOSS3 from going into water to prevent issues. ifvare BOSSLOTAG 1 { setactor[THISACTOR].x BOSSX setactor[THISACTOR].y BOSSY setactor[THISACTOR].z BOSSZ updatesectorz monstx monsty monstz BOSSSECTOR changespritesect THISACTOR BOSSSECTOR } else { getactor[THISACTOR].x BOSSX getactor[THISACTOR].y BOSSY getactor[THISACTOR].z BOSSZ } ifai 0 { ifspritepal 0 ai AIBOSS3RUNENEMY else { strength BOSS3PALSTRENGTH // This is the main bug fix. If you do not change this, the mini-bosses will only have 1 health. stopallsounds sound BOS3_RECOG ai AIBOSS3LOBENEMY clipdist 16 // This is here so that the RPGs fired from the bosses do not explode in their faces. } }
actor BOSS3
Search for "actor BOSS3" in GAME.CON.
Look at this:
actor BOSS3 BOSS3STRENGTH fall state boss3code enda
Change it to this:
actor BOSS3 BOSS3STRENGTH fall state boss3code enda useractor enemystayput BOSS3STAYPUT BOSS3STRENGTH fall cactor BOSS3 enda
BOSS4
BOSS4 is a bit more complicated because there is no programming at all for it to be a miniboss.
- NOTE: Currently the BOSS4 section of this tutorial is incomplete, and it is something that has never been documented before. Follow the instructions below at your own risk. If you do not wish to take a risk with your code, then skip directly to the Conclusion.
Animations, Movements, and Artificial Intelligence
First, go to where it says:
action ABOSS4WALK 0 4 5 1 30 action ABOSS4DYING 40 9 1 1 20 action ABOSS4ABOUTTOSHOOT 20 1 5 1 40 action ABOSS4SHOOT 25 2 5 1 10 action ABOSS4LAYIT 50 3 5 1 120 action BOSS4FLINTCH 40 1 1 1 1 action ABOSS4DEAD 49 move BOSS4WALKVELS 128 move BOSS4STOPPED ai AIBOSS4LAYEGGS ABOSS4WALK BOSS4WALKVELS randomangle geth ai AIBOSS4SHOOT ABOSS4ABOUTTOSHOOT BOSS4STOPPED faceplayer ai AIBOSS4DYING ABOSS4DYING BOSS4STOPPED faceplayer
Change it to this:
action ABOSS4WALK 0 4 5 1 30 action ABOSS4FROZEN 0 1 5 action ABOSS4DYING 40 9 1 1 20 action ABOSS4ABOUTTOSHOOT 20 1 5 1 40 action ABOSS4SHOOT 25 2 5 1 10 action ABOSS4LAYIT 50 3 5 1 120 action BOSS4FLINTCH 40 1 1 1 1 action ABOSS4DEAD 49 move PALBOSS4WALKVELS 48 move BOSS4WALKVELS 128 move BOSS4STOPPED ai AIBOSS4SEEKENEMY ABOSS4WALK BOSS4WALKVELS seekplayer ai AIBOSS4LAYEGGS ABOSS4WALK BOSS4WALKVELS randomangle geth ai AIBOSS4SHOOT ABOSS4ABOUTTOSHOOT BOSS4STOPPED faceplayer ai AIBOSS4DYING ABOSS4DYING BOSS4STOPPED faceplayer ai AIBOSS4PALSHRINK ABOSS4WALK PALBOSS4WALKVELS furthestdir state boss4palshrunkstate ifcount SHRUNKDONECOUNT { cstat 257 ai AIBOSS4SEEKENEMY } else ifcount SHRUNKCOUNT { sizeto 40 40 } else { state genericshrunkcode } ends state checkboss4seekstate ai AIBOSS4SEEKENEMY ifspritepal 0 nullop else // a fake way of doing a ifspritepal NOT. move PALBOSS4RUNVELS seekplayer ends
Note that "state boss4palshrunkstate" and "state checkpalboss4seekstate" are supposed to be there. You should put it there because that is a very convenient space for it.
state checkboss4hitstate
Next, go to this:
state checkboss4hitstate ifrnd 2 spawn BLOODPOOL ifdead { globalsound DUKE_TALKTOBOSSFALL addkills 1 ai AIBOSS4DYING sound BOS4_DYING sound BOSS4_DEADSPEECH } else { soundonce BOS4_PAIN debris SCRAP1 1 guts JIBS6 1 ifaction ABOSS4LAYIT break ifrnd 16 { action BOSS4FLINTCH move 0 } } ends
Change it to this:
state checkboss4hitstate ifrnd 2 spawn BLOODPOOL ifdead { ifvarn BOSSSPRPAL 0 { ifwasweapon FREEZEBLAST { sound SOMETHINGFROZE spritepal 1 move 0 action ABOSS4FROZEN strength 0 break } } globalsound DUKE_TALKTOBOSSFALL // Note that since the Alien Queen is female, this line is incorrect. She *is* a bitch. addkills 1 ai AIBOSS4DYING sound BOS4_DYING } else { soundonce BOS4_PAIN debris SCRAP1 1 guts JIBS6 1 ifaction ABOSS4LAYIT break ifrnd 16 { action BOSS4FLINTCH move 0 } } ends
state boss4code
After that, go to:
state boss4code ifai 0 ai AIBOSS4LAYEGGS else ifaction BOSS4FLINTCH { ifactioncount 3 ai AIBOSS4LAYEGGS } else ifai AIBOSS4LAYEGGS state boss4layeggs else ifai AIBOSS4SHOOT state boss4shootstate ifai AIBOSS4DYING state boss4dyingstate else { ifhitweapon state checkboss4hitstate else ifp palive ifpdistl 1280 { addphealth -1000 palfrom 63 63 } } ends
Change it to this:
state boss4code ifaction ABOSS4FROZEN { ifcount THAWTIME { ai AIBOSS4SHOOT getlastpal } else ifcount FROZENDRIPTIME { ifactioncount 26 { spawn WATERDRIP resetactioncount } } ifhitweapon { ifwasweapon FREEZEBLAST { strength 0 break } addkills 1 lotsofglass 30 sound GLASS_BREAKING ifrnd 84 spawn BLOODPOOL killit } ifp pfacing ifpdistl FROZENQUICKKICKDIST pkick break } ifai 0 { ifvarn BOSSSPRPAL 0 { strength BOSS4PALSTRENGTH } ai AIBOSS4LAYEGGS } else ifaction BOSS4FLINTCH { ifactioncount 3 ai AIBOSS4LAYEGGS } else ifai AIBOSS4LAYEGGS state boss4layeggs else ifai AIBOSS4SHOOT state boss4shootstate else ifai AIBOSS4PALSHRINK state boss4palshrunkstate ifai AIBOSS4DYING state boss4dyingstate else { ifhitweapon state checkboss4hitstate else ifp palive ifvare BOSSSPRPAL 0 { ifpdistl 1280 { addphealth -1000 sound SQUISHED palfrom 64 64 break } } } ends
actor BOSS4
Then, go to:
actor BOSS4STAYPUT BOSS4STRENGTH fall cactor BOSS4 spritepal 6 state boss4code getlastpal enda actor BOSS4 BOSS4STRENGTH fall cactor BOSS4 spritepal 6 state boss4code getlastpal enda
Change it to this:
state boss4_init ifaction 0 { getactor[THISACTOR].pal BOSSSPRPAL } fall spritepal 6 getlastpal ends useractor enemystayput BOSS4STAYPUT BOSS4STRENGTH state boss4_init cactor BOSS4 enda useractor enemy BOSS4 BOSS4STRENGTH state boss4_init state boss4code enda
Conclusion
After that, you should be all set!
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.