CON Script Paste  v8-01-2000  Release 2 RTCM Corvin

Introduction | Contents

Introduction

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

Contents (These examples are based from v1.3d cons)

Copy and Paste

HYPERSPEED GUNTURRET

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]

NUDESHOW

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
             {

RESPAWN TIME

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

LEAVE BLOODTRAILS

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.

HOW to make the CAMERAS DESTRUCTIBLE

File: none
Working with:  User.con
Know bugs: none
Lines of Code Changed:

[L37] CAMERASDESTRUCTABLE         YES

HOW to make the FREEZER BOUNCE MORE than 3 times (standard) [USER CON]

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

WACKPLAYER, HEADTILT

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

HAVE DUKE POO with spacebar

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

DUKE FOOTSTEPS

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

SHRINKER TO FLAMER

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

FREEZER TO FLAMETHROWER

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