
Great addition, anyway, and a long time in coming.
TerminX, on 23 October 2012 - 07:16 AM, said:
This post has been edited by Diaz: 23 October 2012 - 12:34 PM
TerminX, on 23 October 2012 - 07:16 AM, said:
This post has been edited by Fox: 23 October 2012 - 01:16 PM
Diaz, on 23 October 2012 - 12:11 PM, said:
Fox, on 23 October 2012 - 01:15 PM, said:
Darkus, on 23 October 2012 - 01:59 PM, said:
This post has been edited by Fox: 23 October 2012 - 04:27 PM
zazo, on 23 October 2012 - 01:22 PM, said:
zazo, on 23 October 2012 - 01:22 PM, said:
Diaz, on 23 October 2012 - 11:59 PM, said:
This post has been edited by Reaper_Man: 24 October 2012 - 12:12 PM
Darkus, on 24 October 2012 - 07:09 AM, said:
ifactioncount 2 { ifcansee ifcanshoottarget { resetactioncount sound PISTOL_FIRE ifvarg GAMESKILL 1 { ifvare GAMESKILL 5 { shoot SHOTSPARK1 shoot SHOTSPARK1 shoot SHOTGUN shoot ENEMYFIRE } else { shoot SHOTSPARK1 shoot SHOTSPARK1 shoot ENEMYFIRE } } else { shoot SHOTSPARK1 shoot ENEMYFIRE } } else { resetactioncount ai AIPIGSEEKENEMY break } }
This post has been edited by Diaz: 25 October 2012 - 12:35 AM
Cage, on 29 October 2012 - 05:17 AM, said:
James, on 29 October 2012 - 01:15 AM, said:
state scanwalls getsector[NUMSECTORS1].wallptr FIRSTWALL // get the firstwall of the sector getsector[NUMSECTORS1].wallnum NUMWALLS1 // get the number of walls in the sector setvar MX 0 setvar MY 0 setvarvar WALLPOINT FIRSTWALL setvar COUNTWALLS 0 whilevarvarn COUNTWALLS NUMWALLS1 { getwall[WALLPOINT].x WALLX1 getwall[WALLPOINT].y WALLY1 divvarvar WALLX1 NUMWALLS1 // divide it first because the numbers might overflow divvarvar WALLY1 NUMWALLS1 addvarvar MX WALLX1 // add it all up addvarvar MY WALLY1 getwall[WALLPOINT].point2 WALLPOINT // next wall addvar COUNTWALLS 1 // this will kill EVENT_GAME until code execution is finished break } ends