CON Script Paste v8-01-2000 Release 2 © RTCM Corvin
Introduction |
Contents
The examples on this page are intended primarily for newbie consumption, for someone
who doesn't want to get deeply involved with the .CON files but want some simple premade
working examples. For in depth help See: RTCM's other Con Related Documents
The following examples are different routines that can be copied and pasted into the
.CON files to achieve new effects in the game. These examples are from existing .CON
files and are used as working examples. See CON Download Section for listed files.
You will need a file comparison program with line numbers. See the CON Utilities Download
Section.
Stacking some of these CON modifications may conflict with each other.
Contents (These examples are based from v1.3d cons)
Copy and Paste
File: hprturrt.zip
Working with: Game.con
Know bugs: Gun sound too fast
Lines of Code Changed:
[L551] ifactioncount 16 { ifrnd 32 action ASATWAIT }
[L553] { { sound CHAINGUN_FIRE shoot CHAINGUN } }
[L554]
File: nudeshow.zip
Working with: Game.con
Know bugs: none
Lines of Code Changed:
[L1116] action FEMDANCE2 20 2 1 1 10
action FEMDANCE2A 20
2 1 1 10
action FEMDANCE2B 20
2 1 1 10
action FEMDANCE2C 20
2 1 1 10
[L1117] action FEMANIMATE
[L1135] // else ifaction FEMDANCE2 { ifactioncount 8 action
FEMDANCE3 }
else ifaction
FEMDANCE2 { ifactioncount 12 { cstat 260 action FEMDANCE2A } }
else ifaction
FEMDANCE2A { ifactioncount 9 { cstat 256 action FEMDANCE2B } }
else ifaction
FEMDANCE2A { ifactioncount 9 { cstat 256 action FEMDANCE2B } }
else ifaction
FEMDANCE2C { ifactioncount 12 { cstat 256 action FEMDANCE3 } }
else ifaction
FEMDANCE3 { ifactioncount 2 action FEMANIMATE }
else ifaction
FEMFROZEN1
{
File: respawn.zip
Working with: User.con
Know bugs: none
Lines of Code Changed:
Spawning time is shortend.
[L67] define RESPAWNACTORTIME 10
[L68] define RESPAWNITEMTIME 10
File: none
Working with: User.con
Know bugs: Only seems to drop dukes health when he is not moving.
Lines of Code Changed:
Causes the player to leave a bloodtrail if his health drops below 20 (or what you want.
It's a good way to trace your almost dead opponent in dukematch.)
[L1513] ifaction 0 action PSTAND
ifrnd 1 ifphealthl 20
{
spawn BLOODPOOL
addphealth -1
soundonce DUKE_LONGTERM_PAIN
}
[L1514] if dead
These numbers you can change:
ifrnd 1: The frequency of bleeding. Increase 1 to bleed faster.
ifphealthl 20: The health below which you'll bleed.
addphealth -1: The amount of health you'll lose every time you bleed.
File: none
Working with: User.con
Know bugs: none
Lines of Code Changed:
[L37] CAMERASDESTRUCTABLE YES
File: none
Working with: User.con
Know bugs: none
Lines of Code Changed:
This edit makes them bounce up to 255 times.
[L74] define NUMFREEZEBOUNCES 8 //
0 - 255
File: none
Working with: Game.con
Know bugs: none
Lines of Code Changed:
Makes dukes head tilt when down to 40 health
[L214] wackplayer
[L1706] ifstrength 40
File: poo.zip
Working with: Game.con
Know bugs: Everytime you open a door..yuck..poo.
Lines of Code Changed:
You could spawn something else on the floor if you would like.
[L36] ifcount 60 { ifpdistl SQUISHABLEDISTANCE pstomp }
[L1513] ifaction 0 action PSTAND
ifhitspace spawn FECES
[L1514] ifdead
File: dukeault.zip
Working with: Game.con, User.con and Defs.con
Know bugs: The snds dont snd like real footsteps and there hard to determine
between walking and running. Also If you crawl without stopping first,
you will still hear the steps..so stop first...Any clue how to fix these?
Lines of Code Changed:
[L1815] ifaction PFALLING
[L1816] {
{ stopsound DUKE_RUNSTEPS }
[L1817] ifp ponground
[L1879] else ifp pwalkingback action PWALKBACK { soundonce DUKE_WALKSTEPS }
[L1880]
[L1883] else ifp pducking action PDUCKING
else ifp prunningback
action PRUNBACK
[L1884] }
[L1891]
[1894] else ifp pducking action PDUCKING
else ifp prunningback action PRUNBACK {
soundonce DUKE_RUNSTEPS }
[L1900] else ifp pwalking action PWALK { soundonce DUKE_WALKSTEPS }
[L1902]
[1905] else ifp pducking action PDUCKING
else ifp prunningback action PRUNBACK
[1912] else ifp prunning action PRUN { soundonce DUKE_RUNSTEPS }
[1913]
[1916] else ifp pducking action PDUCKING
else ifp pwalkingback action PWALKBACK
[USER CON]
Note: Goto the very bottom.(these should be the last lines added)
definesound DUKE_WALKSTEPS walk.wav 0 0 255 4 0
definesound DUKE_RUNSTEPS run.wav 0 0 255 4 0
[DEF CON]
Note: Goto the bottom.
definesound DUKE_WALKSTEPS ### // add (### = enter the next numbers in the order here)
definesound DUKE_RUNSTEPS ### //
[Duke Dir]
walk.wav
run.wav
File: flame.zip?
Working with: Game.con,User.con and Defs.con
Know bugs: none
Lines of Code Changed:
[GAME CON]
[L126] ifwasweapon FREEZEBLAST
[L127]
[L128]
[L129]
[L130]
[L131]
[L252] ifrnd 1 ifspawnedby SHRINKEREXPLOSION hitradius
1024 2 2 4 4
[L411] ifpdistl 1596 ifspawnedby RPG killit
ifspawnedby
SHRINKEREXPLOSION
{
sizeto 96 96
ifactioncount 14
killit
else break
}
[L412] ifactioncount 4 killit
[L500] actor SHRINKEREXPLOSION 0 SHRINKERFRAMES
ifinwater
killit
else ifactioncount 1
iffloordistl 64
{
soundonce
FIRE_CRACKLE
spawn BURNING
spawn SMALLSMOKE
}
[L501] ifactioncount 4 killit
[L1179]
[L1232] }
else
ifwasweapon SHRINKSPARK
{
count 0
soundonce LADY_SCREAM
break
}
[L1233] else
[L1359]
[L1372] }
else ifwasweapon SHRINKSPARK
{
move 0
break
}
[1373] }
[L1738] // move PSHRINKING // used as a var only.
[L1739] // sound ACTOR_SHRINKING
[L2138] state random_wall_jibs
ifwasweapon SHRINKSPARK
{
sound
PRED_BURN
break
}
else
sound
PRED_PAIN
iffloordistl
32 ifrnd 96 action ATROOPFLINTCH
[L2142] }
[L2391] sound CAPT_PAIN
ifwasweapon
SHRINKSPARK
{
sound PRED_BURN
break
}
[L2393] state random_wall_jibs
[L2642]
[L2643]
[L2644]
[L2664] else ifwasweapon SHRINKSPARK
{
ifinwater
break
else sound
OCTA_BURN
}
else
{
sound
OCTA_PAIN spawn BLOOD
ifrnd 64 ai
AIOCTAHIT
}
}
[L2669] state random_wall_jibs
[L2875] ifwasweapon SHRINKSPARK
{
sound PIG_BURN
break
}
[L2876] else ifrnd 64 ai AIPIGHIT
[L3071] else ifwasweapon SHRINKSPARK break
[L3238] else ifwasweapon SHRINKSPARK break
[L3396] else ifwasweapon SHRINKSPARK break
[L3486] ifwasweapon SHRINKSPARK break
[USER CON]
[L123] define SHRINKER_WEAPON_STRENGTH 25
[L260] definequote 60 FLAMER!
[L278] definequote 78 AMMO FOR FLAMETHROWER
[L427] definesound LIZARD_BEG chokn12.voc 0 0 3 0 0
definesound PRED_BURN
preddy.voc 750 1024 3 0 0
[L428]
[L429] // Lizard Captain
[L445] definesound PIG_CAPTURE_DUKE !pig.voc 0 0 255 8 0
definesound
PIG_BURN pigdy.voc 500 900 3 0 0
[L446]
[L447] // Recon car
[L479] definesound WIERDSHOT_FLY octaat1.voc 0 0 3 0 0
definesound
OCTA_BURN octady.voc 400 800 3 0 0
[L480]
[L481] // Organic turret
[L538] definesound SHRINKER_FIRE jet.wav -200 0 4 0 0
[DEFS CON]
[L613] define FRAMEEFFECT1 3999
define BIGSMOKE 3997
[L614]
[L615]
[L616] define KNEE_WEAPON 0
[L982] define WIND_REPEAT 308
[L983]
define PRED_BURN 309
define PIG_BURN 310
define OCTA_BURN 311
[Duke Dir]
jet.wav
tiles006.art
File: flame.zip
Working with: Game.con, User.con and Defs.con
Know bugs: none
Lines of Code Changed:
[GAME CON]
[L77]
[L78]
[L79]
[L131] ifwasweapon FREEZEBLAST { spawn EXPLOSION2 spawn BURNING2 }
[L132]
[L133]
[L134]
[L135]
[L136]
[L600] ifrnd 64 globalsound DUKE_GETWEAPON2
[L1011] ifspawnedby FREEZESPRITE state getweaponcode globalsound SOMETHINGFROZE
[L1144] ifwasweapon FREEZEBLAST { spawn EXPLOSION2 spawn BURNING2 }
[L1161] // ifwasweapon FREEZEBLAST { spawn EXPLOSION2 spawn BURNING2 }
[L1162]
[L1163]
[L1164]
[L1180] // ifwasweapon FREEZEBLAST { spawn EXPLOSION2 spawn BURNING2 }
[L1183] // ifwasweapon FREEZEBLAST { spawn EXPLOSION2 spawn BURNING2 }
[L1232] // problem }
[L1240] // problem }
[L1341] ifwasweapon FREEZEBLAST { spawn EXPLOSION2 spawn BURNING2 }
[L1363] ifwasweapon FREEZEBLAST { spawn EXPLOSION2 spawn BURNING2 }
[L1364] addkills 1
[L1365]
[L1366]
[L1393] actor MORTER MORTER_WEAPON_STRENGTH enda
actor
FREEZEBLAST FREEZETHROWER_WEAPON_STRENGTH enda
[L1394] actor SHRINKSPARK SHRINKER_WEAPON_STRENGTH enda
[L1396]
[L1410] enda
[L1411]
actor
FREEZI FREEZETHROWER_WEAPON_STRENGTH WEAP2FRAMES // WAS PISTOL
ifdead killit
ifactioncount 4 killit
else
{
ifactioncount 1 spawn BURNING spawn EXPLOSION2
ifactioncount 1 { ifinwater spawn BURNING }
else
ifcount 2 { } else ifonwater spawn BURNING
}
enda
[L1412] state standard_pjibs
[L1742] ifwasweapon FREEZEBLAST
{
spawn BURNING2 spawn EXPLOSION2
}
[L1743] ifwasweapon SHOTSPARK1 palfrom 24 48
[L1744] ifwasweapon FREEZEBLAST spawn BURNING
[L1746]
[L1747]
[L2123] ifaction ATROOPSUFFERING { stopsound LIZARD_BEG sound PRED_DYING cstat 0 strength
0 action ATROOPSUFFERDEAD break }
ifwasweapon
FREEZEBLAST { spawn EXPLOSION2 spawn BURNING2 }
[L2124] ifdead
[L2126]
[L2131] ifaction BURNING2 { sound PRED_DYING ifrnd 32 iffloordistl 32 { sound LIZARD_BEG
spawn BLOODPOOL strength 0 move 0 action
ATROOPSUFFERING break }
action ATROOPDYING break }
[L2374] spawn BLOOD
ifwasweapon
FREEZEBLAST { spawn EXPLOSION2 spawn BURNING2 }
[L2375] ifai AILIZSHRUNK
[L2379]
[L2485] ifwasweapon FREEZEBLAST { spawn EXPLOSION2 spawn BURNING2 }
[L2641] state checkoctahitstate
ifwasweapon
FREEZEBLAST { spawn EXPLOSION2 spawn BURNING2 }
[L2642] ifwasweapon SHRINKSPARK { sound ACTOR_SHRINKING ai AIOCTASHRUNK }
[L2647]
[L2858] spawn BLOOD
ifwasweapon
FREEZEBLAST { spawn EXPLOSION2 spawn BURNING2 }
[L2859] ifdead
[L2863] ifwasweapon FREEZEBLAST { spawn EXPLOSION2 spawn BURNING2 }
[L3050] state checkboss1hitstate
ifwasweapon
FREEZEBLAST { spawn EXPLOSION2 spawn BURNING2 }
[L3051] ifrnd 2 spawn BLOODPOOL
[L3058]
[L3089] ifwasweapon FREEZEBLAST { spawn EXPLOSION2 spawn BURNING2 }
[L3148] state checkboss2seekstate
ifwasweapon
FREEZEBLAST { spawn EXPLOSION2 spawn BURNING2 }
[L3149] ai AIBOSS2SEEKENEMY
[L3212] state checkboss2hitstate
ifwasweapon
FREEZEBLAST { spawn EXPLOSION2 spawn BURNING2 }
[L3213] ifrnd 2 spawn BLOODPOOL
[L3220]
[L3256] ifwasweapon FREEZEBLAST { spawn EXPLOSION2 spawn BURNING2 }
[L3373] state checkboss3hitstate
ifwasweapon
FREEZEBLAST { spawn EXPLOSION2 spawn BURNING2 }
[L3374] ifrnd 2 spawn BLOODPOOL
[L3381] ifwasweapon FREEZEBLAST { spawn EXPLOSION2 spawn BURNING2 }
[L3411] ifwasweapon FREEZEBLAST { spawn EXPLOSION2 spawn BURNING2 }
[L3464] state checkcommhitstate
ifwasweapon
FREEZEBLAST { spawn EXPLOSION2 spawn BURNING2 }
[L3466] ifhitweapon
[USER CON]
[L74] define NUMFREEZEBOUNCES 1 // 0 - 255
[L259] definequote 59 FLAMETHROWER. FRY SOME ASS!
[L266] definequote 66 FUEL FOR FLAME THROWER! BURN BABY BURN!
[L624] definesound SOMETHINGFROZE freeze.voc 0 0 255 4 0
[DEFS CON]
[L571] define SHOTSPARK1 2595
define FREEZI
1630
[L572] define RPG 2605
[Duke Dir]
tiles006.art
-END |