Those simple questions thread "Simple questions, simple answers"
#61 Posted 17 May 2013 - 07:29 AM
#62 Posted 17 May 2013 - 07:41 AM
definesound SOMESOUND SOMESOUND.VOC 0 0 0 2 0
You also need to define the sound like this:
define SOMESOUND x where x is some unused number (which you'll use for the M sprite).
#63 Posted 23 May 2013 - 02:56 PM
#64 Posted 23 May 2013 - 03:21 PM
Just remember that if a light touches an object (sprite, wall, etc) it will have to be rendered again. If five lights hit an object, it will have to be rendered five times. Prioritize lights based on that principle.
#66 Posted 23 May 2013 - 04:44 PM
#67 Posted 24 May 2013 - 01:55 AM
#68 Posted 28 May 2013 - 06:58 AM
This post has been edited by ck3D: 28 May 2013 - 07:01 AM
#69 Posted 28 May 2013 - 08:58 AM
#70 Posted 28 May 2013 - 09:13 AM
#71 Posted 28 May 2013 - 09:33 AM
ck3D, on 28 May 2013 - 06:58 AM, said:
Non-miniboss Cycloids have their own hard-coded stuff. See ST3.
#72 Posted 28 May 2013 - 10:45 AM
ck3D, on 28 May 2013 - 06:58 AM, said:
I did some testing and that doesn't seems to be true. And if that was true, shouldn't the Overlord fall off in space at E2L9?
Hendricks266, on 28 May 2013 - 09:33 AM, said:
He knows that, he was wondering if the Cycloid Emperor could cross a blocked wall if the sector behind it also had a lo-tag of 3.
This post has been edited by Fox: 28 May 2013 - 10:48 AM
#73 Posted 28 May 2013 - 01:54 PM
Hendricks266, on 28 May 2013 - 09:33 AM, said:
thank you, i already knew about lotag 3 though, that's why i was wondering if in a lotag 3 environment, cycloids would be able to bypass walls as well, but i was just thinking out loud more than anything, i do not have a special effect in mind that would require this type of behavior (I just noticed Fox beat me to it and I basically repeated his exact post. ah well)
Fox, on 28 May 2013 - 10:45 AM, said:
interesting, then maybe it only happens in certain contexts, basically what i am doing in my current map is making spaceships that are hovering over certain bits of a city block, underneath the spaceships there are bottom doors from which bosses are hanging upside down and shooting at the player, the bosses are kept in mid-air and protected from the player's bullets by a set of different invisible sprites and blocked walls in order to make for a one-way attack (similar to the effect at the end of my latest map wide awake), out of curiosity i have tried it with all four bosses in order to see how they would react and which one would work the best, the overlord was the only one who would not stay in his blocked sector and just run through the blocked walls, mind you this has happened with different types of spaceship constructions with different sector sizes and such, all rebuilt from scratch everytime so it is not like i forgot to block one wall once. maybe the sector i was trying to keep them in was too small and they just glitched their way through the nearest wall upon activation, but then why doesn't any other boss do the same thing (maybe because the overlord is the only one whose first reaction upon awakening is to run toward the player ?), the actors of all four bosses have the same size properties right ?
This post has been edited by ck3D: 28 May 2013 - 01:56 PM
#74 Posted 28 May 2013 - 05:48 PM
This post has been edited by Fox: 28 May 2013 - 05:50 PM
#75 Posted 29 May 2013 - 02:29 AM
#76 Posted 30 May 2013 - 01:36 AM
#77 Posted 30 May 2013 - 04:22 AM
#78 Posted 01 June 2013 - 06:28 AM
#79 Posted 01 June 2013 - 08:22 PM
#80 Posted 01 June 2013 - 08:55 PM
onevent EVENT_GAME ifactor APLAYER setplayer[THISACTOR].knuckle_incs 0 endevent
#81 Posted 02 June 2013 - 06:08 AM
Hendricks266, on 01 June 2013 - 08:55 PM, said:
onevent EVENT_GAME ifactor APLAYER setplayer[THISACTOR].knuckle_incs 0 endevent
Or from the APLAYER actor if you don't need mutators.
#82 Posted 02 June 2013 - 11:09 AM
This post has been edited by Mark.: 02 June 2013 - 11:11 AM
#83 Posted 04 June 2013 - 05:09 PM
I have now 65535 sector as end of my episode in last map. But when I finish that last map, game continues to secret level (which has bigger ID-number in USER.CON than latest real map).
Do I really need a boss to finish my episode?
This post has been edited by pmw: 04 June 2013 - 05:15 PM
#84 Posted 04 June 2013 - 05:14 PM
This post has been edited by Forge: 04 June 2013 - 05:15 PM
#85 Posted 04 June 2013 - 05:46 PM
#87 Posted 06 June 2013 - 03:31 AM
actor ENDGAMEACTOR cstat 32768 ifvarvare sprite[player[THISACTOR].i].sectnum sprite[THISACTOR].sectnum { endofgame 30 // change 30 as you prefer, this is frame number after which the game ends // add effects or quotes if you like killit } enda
I just tested it and it works perfectly.
This post has been edited by RichardStorm: 06 June 2013 - 03:31 AM
#88 Posted 06 June 2013 - 11:32 AM
RichardStorm, on 06 June 2013 - 03:31 AM, said:
actor ENDGAMEACTOR cstat 32768 ifvarvare sprite[player[THISACTOR].i].sectnum sprite[THISACTOR].sectnum { endofgame 30 // change 30 as you prefer, this is frame number after which the game ends // add effects or quotes if you like killit } enda
I just tested it and it works perfectly.
I could try this. In fact, there's also even more simpler solution for this.
definelevelname 0 7 pmw8.map 19:00 13:50 KAUPINRANTA definelevelname 0 8 null.map XX:XX XX:XX finish definelevelname 0 9 pmw10.map 14:48 07:00 KOSKEN KORVA
pmw8.map is last real map of my episode. pmw10.map is secret level. So, game _should_ end in pmw8.map.
When I put nonexistent map between this, example; null.map, game ends. Game can't find null.map file and game ends... It's pretty nasty way to end a game, but it works.