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[Code] Motorbike/Motorcycle Tutorial by Kuki
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Born4battle
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PostPosted: Fri Jun 22, 2007 5:52 pm
   Subject: Re: [Code] Motorbike/Motorcycle Tutorial by Kuki
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Paste that in place of this?
::: CODE :::
#define MAXACTORS      150            // max number of nazis, etc / map
#define MAXSTATS      400            // max number of lamps, bonus, etc
#define MAXDOORS      64            // max number of sliding doors
#define MAXWALLTILES   64            // max number of wall tiles

//
// tile constants
//

#define   ICONARROWS      90
#define PUSHABLETILE   98
#define EXITTILE      99            // at end of castle
#define AREATILE      107            // first of NUMAREAS floor tiles
#define NUMAREAS      37
#define ELEVATORTILE   21
#define AMBUSHTILE      106
#define   ALTELEVATORTILE   107

#define NUMBERCHARS   9


//----------------

#define EXTRAPOINTS      40000

#define PLAYERSPEED      3000
#define RUNSPEED         6000

#define   SCREENSEG      0xa000

#define SCREENBWIDE      80

#define HEIGHTRATIO      0.50      // also defined in id_mm.c

#define BORDERCOLOR   3
#define FLASHCOLOR   5
#define FLASHTICS   4


#define PLAYERSIZE      MINDIST         // player radius
#define MINACTORDIST   0x10000l      // minimum dist from player center
                              // to any actor center

#define NUMLATCHPICS   100


#define PI   3.141592657

#define GLOBAL1      (1l<<16)
#define TILEGLOBAL  GLOBAL1
#define PIXGLOBAL   (GLOBAL1/64)
#define TILESHIFT      16l
#define UNSIGNEDSHIFT   8

#define ANGLES      360               // must be divisable by 4
#define ANGLEQUAD   (ANGLES/4)
#define FINEANGLES   3600
#define ANG90      (FINEANGLES/4)
#define ANG180      (ANG90*2)
#define ANG270      (ANG90*3)
#define ANG360      (ANG90*4)
#define VANG90      (ANGLES/4)
#define VANG180      (VANG90*2)
#define VANG270      (VANG90*3)
#define VANG360      (VANG90*4)

#define MINDIST      (0x5800l)


#define   MAXSCALEHEIGHT   256            // largest scale on largest view

#define MAXVIEWWIDTH      320

#define MAPSIZE      64               // maps are 64*64 max
#define NORTH   0
#define EAST   1
#define SOUTH   2
#define WEST   3


#define STATUSLINES      40

#define SCREENSIZE      (SCREENBWIDE*208)
#define PAGE1START      0
#define PAGE2START      (SCREENSIZE)
#define PAGE3START      (SCREENSIZE*2u)
#define   FREESTART      (SCREENSIZE*3u)


#define PIXRADIUS      512

#define STARTAMMO      8


// object flag values

#define FL_SHOOTABLE   1
#define FL_BONUS      2
#define FL_NEVERMARK   4
#define FL_VISABLE      8
#define FL_ATTACKMODE   16
#define FL_FIRSTATTACK   32
#define FL_AMBUSH      64
#define FL_NONMARK      128


I'm sorry, I'm a code noob, and I really want to accually get somthing cool to happen for once.

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PostPosted: Fri Jun 22, 2007 6:08 pm
   Subject: [Code] Motorbike/Motorcycle Tutorial by Kuki
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No, I think he means in place of this in GFXV_WL6.H (not WL_DEF.H)

::: CODE :::
//
// Data LUMPs
//
#define README_LUMP_START      3
#define README_LUMP_END         9

#define CONTROLS_LUMP_START      10
#define CONTROLS_LUMP_END      42

#define LEVELEND_LUMP_START      43
#define LEVELEND_LUMP_END      85

#define LATCHPICS_LUMP_START      91
#define LATCHPICS_LUMP_END      134


//
// Amount of each data item
//
#define NUMCHUNKS    149
#define NUMFONT      2
#define NUMFONTM     0
#define NUMPICS      132
#define NUMPICM      0
#define NUMSPRITES   0
#define NUMTILE8     72
#define NUMTILE8M    0
#define NUMTILE16    0
#define NUMTILE16M   0
#define NUMTILE32    0
#define NUMTILE32M   0
#define NUMEXTERNS   13
//
// File offsets for data items
//
#define STRUCTPIC    0

#define STARTFONT    1
#define STARTFONTM   3
#define STARTPICS    3
#define STARTPICM    135
#define STARTSPRITES 135
#define STARTTILE8   135
#define STARTTILE8M  136
#define STARTTILE16  136
#define STARTTILE16M 136
#define STARTTILE32  136
#define STARTTILE32M 136
#define STARTEXTERNS 136
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PostPosted: Fri Jun 22, 2007 6:32 pm
   Subject: [Code] Motorbike/Motorcycle Tutorial by Kuki
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Now I have 7 errors, all in WL_Agent.
Declaration not allowed here (Lines 303 and 366), and Declaration syntax error(Lines 304 and 367).
Then there is Declaration Missing on line 1512 and Compound Statement Missing also on 1512

I think the 7th has nothing to do with the change recently made, but it is "line 257, Statement Missing ;"
Opening it up it says
257
::: CODE :::
SD_Playsound*{* (Diesnd)


*X* shows that when opening up the error, X is highlighted by the cursor.

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PostPosted: Sat Jun 23, 2007 11:19 am
   Subject: Re: [Code] Motorbike/Motorcycle Tutorial by Kuki
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Ok.. repost your problems back in the Code Crackers section and lets keep the thread for Motorcycle specific to Motorcycle...

Greg
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PostPosted: Wed Jul 04, 2007 9:29 am
   Subject: Re: [Code] Motorbike/Motorcycle Tutorial by Kuki
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Ok, compiled, the bike works, but it uses the wrong sprites for both vswap and vgagraph. It is using weapon attacking sprites, and the happy face BJ.

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PostPosted: Thu Jan 29, 2009 7:43 pm
   Subject: Re: [Code] Motorbike/Motorcycle Tutorial by Kuki
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Quick question,
I recently added a motorcycle to my mod, and I made it into an item. But, I can't find anywhere a sloution on how to make it so that once the player has it and they save a game, they still keep it, and lose it only when dieing or when leaving that level.

Any thoughts? (Also, sorry for bumping an old topic, but I just wanted to know, and it seemed unnecessary to make a new topic)

EDIT:

nevermind, I found out that the code saves itself for savegames, I just had to set it so that it would become gamestate.mbike=false if I died in WL_GAME.C.

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PostPosted: Wed May 11, 2011 11:15 am
   Subject: Re: [Code] Motorbike/Motorcycle Tutorial by Kuki
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In Max's Sensessman, on some of the levels there is a static object and when you pick it up it automatically puts you in motorbike mode. How do u do this?
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PostPosted: Mon Jan 09, 2012 7:31 am
   Subject: Re: [Code] Motorbike/Motorcycle Tutorial by Kuki
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Lingyan203 wrote:
In Max's Sensessman, on some of the levels there is a static object and when you pick it up it automatically puts you in motorbike mode. How do u do this?


i think you must add "bo_??" thing and the main part of the bo_?? (wl_agent.c) code should read like this:
::: CODE :::
   
bo_motorbike:
gamestate.motorbike = true;
break;

i'm just guessing but this code should be work Smile .

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