![:)](https://forums.duke4.net/public/style_emoticons/default/tongue.gif)
Edit: There is a small problem with using the console to spawn sprites, which egs or spawn events fail to detect the palette specified. A basic exemple is using "spawn BOSS1 21" which will spawn a big boss that behaves like a small one.
This post has been edited by Fox: 01 April 2014 - 10:18 PM
This post has been edited by Fox: 02 April 2014 - 12:24 AM
Fox, on 01 April 2014 - 11:26 PM, said:
This post has been edited by Micky C: 04 April 2014 - 01:14 AM
Fox, on 01 April 2014 - 11:26 PM, said:
// draw in the bits to the left and right of the non-fullsize status bar if (ud.screen_size >= 8 && ud.statusbarmode == 0) { // (some rotatesprite() calls...) }
Micky C, on 04 April 2014 - 01:14 AM, said:
MrGlasses, on 04 April 2014 - 01:27 AM, said:
Helixhorned, on 04 April 2014 - 02:57 AM, said:
Helixhorned, on 04 April 2014 - 02:57 AM, said:
Helixhorned, on 04 April 2014 - 02:57 AM, said:
This post has been edited by Fox: 04 April 2014 - 04:09 AM
Quote
This post has been edited by Micky C: 04 April 2014 - 04:02 AM
Fox, on 04 April 2014 - 03:40 AM, said:
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Micky C, on 04 April 2014 - 04:02 AM, said:
gamevar i 0 0 gamevar ii 0 0 for i allsprites { findnearsprite TILE MAXDIST ii ifvarge ii 0 set sprite[ii].lotag LOTAG }
Helixhorned, on 04 April 2014 - 02:57 AM, said:
Helixhorned, on 04 April 2014 - 05:35 AM, said:
Helixhorned, on 04 April 2014 - 05:02 AM, said:
Helixhorned, on 04 April 2014 - 05:02 AM, said:
Fox, on 04 April 2014 - 06:05 AM, said:
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Helixhorned, on 04 April 2014 - 12:46 PM, said:
This post has been edited by Fox: 04 April 2014 - 08:00 PM
Fox, on 29 March 2014 - 06:44 PM, said:
James, on 06 April 2014 - 02:59 PM, said:
Helixhorned, on 06 April 2014 - 03:13 PM, said:
This post has been edited by Fox: 06 April 2014 - 03:38 PM
This post has been edited by James: 06 April 2014 - 11:21 PM
ifvare player[THISACTOR].curr_weapon KNEE_WEAPON ifvarg WEAPON0_SELECTSOUND 0 soundvar WEAPON0_SELECTSOUND ifvare player[THISACTOR].curr_weapon PISTOL_WEAPON ifvarg WEAPON1_SELECTSOUND 0 soundvar WEAPON1_SELECTSOUND ifvare player[THISACTOR].curr_weapon SHOTGUN_WEAPON ifvarg WEAPON2_SELECTSOUND 0 soundvar WEAPON2_SELECTSOUND ifvare player[THISACTOR].curr_weapon CHAINGUN_WEAPON ifvarg WEAPON3_SELECTSOUND 0 soundvar WEAPON3_SELECTSOUND ifvare player[THISACTOR].curr_weapon RPG_WEAPON ifvarg WEAPON4_SELECTSOUND 0 soundvar WEAPON4_SELECTSOUND ifvare player[THISACTOR].curr_weapon HANDBOMB_WEAPON ifvarg WEAPON5_SELECTSOUND 0 soundvar WEAPON5_SELECTSOUND ifvare player[THISACTOR].curr_weapon SHRINKER_WEAPON ifvarg WEAPON6_SELECTSOUND 0 soundvar WEAPON6_SELECTSOUND ifvare player[THISACTOR].curr_weapon DEVISTATOR_WEAPON ifvarg WEAPON7_SELECTSOUND 0 soundvar WEAPON7_SELECTSOUND ifvare player[THISACTOR].curr_weapon TRIPBOMB_WEAPON ifvarg WEAPON8_SELECTSOUND 0 soundvar WEAPON8_SELECTSOUND ifvare player[THISACTOR].curr_weapon FREEZE_WEAPON ifvarg WEAPON9_SELECTSOUND 0 soundvar WEAPON9_SELECTSOUND ifvare player[THISACTOR].curr_weapon HANDREMOTE_WEAPON ifvarg WEAPON10_SELECTSOUND 0 soundvar WEAPON10_SELECTSOUND ifvare player[THISACTOR].curr_weapon GROW_WEAPON ifvarg WEAPON11_SELECTSOUND 0 soundvar WEAPON11_SELECTSOUND
This post has been edited by Fox: 07 April 2014 - 07:32 AM