NY00123, on 21 June 2013 - 11:57 AM, said:
Reactors. Granted, they only appear in a few levels in Episode 2, but they definitely played a role in the first two games.
NY00123, on 21 June 2013 - 11:57 AM, said:
NY00123, on 21 June 2013 - 11:57 AM, said:
TerminX, on 21 June 2013 - 12:15 PM, said:
Hendricks266, on 21 June 2013 - 03:28 PM, said:
define COLA 51 define SIXPAK 52
// Duke Health Sounds definesound DUKE_OPENING_SODA blank.voc 0 0 2 0 0
actor ORGANTIC TURRETSTRENGTH ... // ifrnd 8 spawn TONGUE enda
This post has been edited by leilei: 21 June 2013 - 07:18 PM
This post has been edited by leilei: 21 June 2013 - 07:34 PM
Jimmy, on 21 June 2013 - 10:48 AM, said:
Comrade Major, on 21 June 2013 - 12:42 PM, said:
TerminX, on 21 June 2013 - 12:48 PM, said:
leilei, on 21 June 2013 - 07:12 PM, said:
Sector fields used for slopes: The useless groudraw fields, ceilingheinum and floorheinum, are now being used as the slope value. They are treated as signed shorts, where 0 is slope 0, of course. To enable slope mode, you must also set bit 1 of the ceilingstat or floorstat bits.
G = Make the floor of the given sector have a Groudraw (floor with height mapping). I do not recommend using this attribute very extensively yet. (See the H key for selecting the height map)
This post has been edited by leilei: 22 June 2013 - 02:44 AM
Micky C, on 22 June 2013 - 12:14 AM, said:
leilei, on 22 June 2013 - 12:48 AM, said:
Sector fields used for slopes: The useless groudraw fields, ceilingheinum and floorheinum, are now being used as the slope value. They are treated as signed shorts, where 0 is slope 0, of course. To enable slope mode, you must also set bit 1 of the ceilingstat or floorstat bits.
leilei, on 22 June 2013 - 12:48 AM, said:
MrFlibble, on 23 June 2013 - 07:32 PM, said: