
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:
Quote
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:
Quote
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