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