empy, on 17 July 2011 - 05:04 AM, said:
I really like tile #6837, but also the crates are very good, and very close to the original.
Nice work, empy!
empy, on 17 July 2011 - 05:04 AM, said:
This post has been edited by M210: 18 July 2011 - 01:26 PM
This post has been edited by Spiker: 19 July 2011 - 03:23 AM
Spiker, on 19 July 2011 - 12:46 AM, said:
Spiker, on 19 July 2011 - 12:46 AM, said:
Spiker, on 19 July 2011 - 12:46 AM, said:
This post has been edited by M210: 19 July 2011 - 04:01 AM
M210, on 18 July 2011 - 10:02 AM, said:
Spiker, on 08 June 2011 - 09:53 AM, said:
Spiker, on 23 July 2011 - 02:10 AM, said:
This post has been edited by M210: 26 July 2011 - 10:03 AM
This post has been edited by M210: 27 July 2011 - 02:47 AM
M210, on 27 July 2011 - 02:47 AM, said:
This post has been edited by Hendricks266: 27 July 2011 - 09:38 AM
DeeperThought, on 27 July 2011 - 09:30 AM, said:
Quote
This post has been edited by M210: 27 July 2011 - 10:02 AM
M210, on 27 July 2011 - 09:55 AM, said:
Helixhorned, on 27 July 2011 - 11:18 AM, said:
James, on 27 July 2011 - 12:53 PM, said:
James, on 27 July 2011 - 12:53 PM, said:
ai <name> <action> <move> <type>
This post has been edited by M210: 27 July 2011 - 02:51 PM
M210, on 27 July 2011 - 02:50 PM, said:
ai <name> <action> <move> <type>
M210, on 27 July 2011 - 04:07 PM, said:
ai AIZOMBIEWALK AZOMBIEWALK1 ZOMBIEWALK getv ifai AIZOMBIEWALK { ifaction AZOMBIEWALK1 ifactioncount 3 action AZOMBIEWALK2 ifaction AZOMBIEWALK2 ifactioncount 4 action AZOMBIEWALK1 state enemymovingcode ifvare enemyattack 1 ifvare shoot_var 0 { ai AIZOMBIESHOOT setvar shoot_var 1 } getactor[ENEMYID].extra extra ifcansee ifvarg extra 0 { ifvare enemyroam 1 soundonce AZOMROAM else ifvare enemyroam 2 soundonce AZOMSPOT else ifvare enemyroam 3 soundonce AZOMMOAN } } state enemymovingcode getactor[THISACTOR].htextra htextra ifvarg htextra 0 { getactor[THISACTOR].htowner spriteid ifvarg spriteid 0 { getactor[spriteid].owner ENEMYID } } ifvarg ENEMYID 0 ifvarvarn ENEMYID THISACTOR { getactorvar[THISACTOR].height height getactor[THISACTOR].z z subvarvar z height setactor[THISACTOR].z z canseespr THISACTOR ENEMYID see addvarvar z height setactor[THISACTOR].z z getactor[ENEMYID].x mx getactor[ENEMYID].y my getactor[THISACTOR].x x getactor[THISACTOR].y y subvarvar mx x subvarvar my y getangle mang mx my setvarvar saveang mang getactor[THISACTOR].ang ang getincangle mang mang ang mulvarvar mx mx mulvarvar my my addvarvar mx my sqrt mx targetdist //дистанция до ENEMYID getactor[THISACTOR].sectnum sectnum2 getactor[THISACTOR].ang ang getactor[THISACTOR].z z divvar height 2 subvarvar z height cos mycos ang sin mysin ang hitscan x y z sectnum2 mycos mysin 0 RETURN RETURN hitspritesaved coorx1 coory1 RETURN CLIPMASK0 subvarvar x coorx1 subvarvar y coory1 mulvarvar x x mulvarvar y y addvarvar x y sqrt x DIST //дистанция до препятствия ifvare turntarget 0 { ifvare see 1 { getactor[ENEMYID].x save_enemx getactor[ENEMYID].y save_enemy ifvarg mang -512 ifvarl mang 512 { setactor[THISACTOR].ang saveang } else setactor[THISACTOR].ang esaveang } else ifvare see 0 { getactor[THISACTOR].x x getactor[THISACTOR].y y subvarvar x save_enemx subvarvar y save_enemy getangle mang x y addvarvar mang 1024 setactor[THISACTOR].ang mang } } ifvare enemyattack 0 { ifvare enemyturn 0 { ifvarvarn hitspritesaved ENEMYID { ifvarg hitspritesaved 0 ifvarl DIST 1536 { ifvare eturning 0 { ifrnd 128 setvar enemyturn 3 else setvar enemyturn 4 } } else ifvarl DIST 1536 { setvar turntarget 1 ifrnd 128 setvar enemyturn 1 else setvar enemyturn 2 } } else { ifvarl targetdist 1024 { setactor[THISACTOR].ang saveang setvar enemyattack 1 } } ifvare eturning 1 { addvar COUNTER 1 ifvarg COUNTER 18 setvar eturning 0 } } ifvare enemyturn 1 { getactor[THISACTOR].ang ang addvarvar ang 32 setactor[THISACTOR].ang ang ifvarg DIST 1535 { addvar COUNTER 1 ifvarg COUNTER 4 { setvarvar esaveang ang setvar COUNTER 0 setvar turntarget 0 setvar enemyturn 0 } } } ifvare enemyturn 2 { getactor[THISACTOR].ang ang subvarvar ang 32 setactor[THISACTOR].ang ang ifvarg DIST 1535 { addvar COUNTER 1 ifvarg COUNTER 4 { setvarvar esaveang ang setvar COUNTER 0 setvar turntarget 0 setvar enemyturn 0 } } } ifvare enemyturn 3 { getactor[THISACTOR].ang ang addvarvar ang 512 setactor[THISACTOR].ang ang setvarvar esaveang ang setvar enemyturn 0 setvar eturning 1 } ifvare enemyturn 4 { getactor[THISACTOR].ang ang subvarvar ang 512 setactor[THISACTOR].ang ang setvarvar esaveang ang setvar enemyturn 0 setvar eturning 1 } } } ends
This post has been edited by M210: 27 July 2011 - 04:49 PM