Duke Nukem 3D

Duke Nukem 3D

17.10.2013 05:24:44
How to let the pigs fly
You can make the pig cops fly like the predator things by altering the
game.con file. All you have to do is copy the Troop Jetpack data.
Just follow the instructions below and hopefully it should work. Also I've
noticed that when you change the .con file you have to start a new game as the
saved games have there own .con file.

************************************************************

action APIGJETPACK 30 1 5 1 1
action APIGJETPACKILL 30 2 5 1 50
move PIGJETPACKVELS 64 -84
move PIGJETPACKILLVELS 192 -38
ai AIPIGJETPACK APIGJETPACK PIGJETPACKVELS seekplayer

// ***** INSERT THE ABOVE CODE ******
// ***** AND REPLACE THE state pigseekenemystate with the one below *****


state pigseekenemystate

ifcansee ifp phigher { ifceilingdistl 128 { } else ifactornotstayput ai
AIPIGJETPACK break }
ifai AIPIGCHARGE
{
ifcansee ifpdistl 3084
{
ifnotmoving ai AIPIGSEEKENEMY
else ai AIPIGDIVING
}
break
}
else iffloordistl 32
{
ifpdistg 4096 { ifactornotstayput ai AIPIGCHARGE }
ifrnd 8 { ifbulletnear ai AIPIGDODGE }
}

ifrnd 128 ifcansee
{
ifai AIPIGDODGE { ifcount 32 ai AIPIGCHARGE break }
iffloordistl 32
{
ifpdistl 1024 ifp palive ifcanshoottarget
{ ai AIPIGSHOOTENEMY break }
ifcount 48 { ifrnd 8 ifp palive ifcanshoottarget { ifrnd 192 ai
AIPIGSHOOTENEMY else ai AIPIGDIVING break } }
}
}
ends

// ***** Insert the state pigjetpackstate as well *****

state pigjetpackstate
ifaction APIGJETPACKILL
{
ifcansee ifactioncount 2
{
resetactioncount
sound PIG_ATTACK
shoot SHOTGUN
}

ifp phigher ai AIPIGJETPACK
else ifinwater ai AIPIGJETPACK
ifcount 26 iffloordistl 32 ai AIPIGSEEKENEMY
}
else ifcount 48 ifcansee
{ action APIGJETPACKILL move PIGJETPACKILLVELS seekplayer }
ends

// ***** And replace the actor PIGCOP with the code below ****

actor PIGCOP PIGCOPSTRENGTH APIGSTAND fall
state checksquished
ifaction APIGSTAND ai AIPIGSEEKENEMY
else ifaction APIGDEAD
{
ifrespawn ifcount RESPAWNTIME
{ spawn TRANSPORTERSTAR cstat 257 strength PIGCOPSTRENGTH ai
AIPIGSEEKENEMY }
else { strength 0 ifhitweapon ifwasweapon RADIUSEXPLOSION { sound
SQUISHED state standard_jibs state delete_enemy } break }
}
else ifai AIPIGDYING state pigdyingstate
else ifai AIPIGHIT { ifactioncount 3 ai AIPIGSEEKENEMY }
else ifai AIPIGSHRINK state pigshrinkstate
else
{
ifai AIPIGSEEKENEMY state pigseekenemystate
else ifai AIPIGJETPACK { state pigjetpackstate soundonce
DUKE_JETPACK_IDLE }
else ifai AIPIGDODGE state pigseekenemystate
else ifai AIPIGSHOOTENEMY state pigshootenemystate
else ifai AIPIGFLEEENEMY state pigfleeenemystate
else ifai AIPIGDIVING state pigdivestate
else ifai AIPIGCHARGE state pigseekenemystate
ifhitweapon state checkpighitstate
ifrnd 1
{
ifrnd 32 soundonce PIG_ROAM
else ifrnd 64 soundonce PIG_ROAM2
else soundonce PIG_ROAM3
}
}

/*

 
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