Fox, on 16 April 2013 - 08:39 AM, said:
thanks for reply, so there isnt some way how to solve it? Trough CON, or maybe write my own teleport elevators...
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Fox, on 16 April 2013 - 08:39 AM, said:
Fox, on 16 April 2013 - 06:53 AM, said:
Biturbo, on 16 April 2013 - 08:46 AM, said:
Mikko_Sandt, on 16 April 2013 - 05:35 AM, said:
else if (PWEAPON(0, g_player[p].ps->curr_weapon, WorksLike) == DEVISTATOR_WEAPON) { // (...) if (g_player[p].ps->hbomb_hold_delay) { sprite[j].x -= sintable[sa&2047]/644; sprite[j].y -= sintable[(sa+1024+512)&2047]/644; } else { sprite[j].x += sintable[sa&2047]>>8; sprite[j].y += sintable[(sa+1024+512)&2047]>>8; } // (...) }
This post has been edited by Diaz: 17 April 2013 - 02:20 PM
state firestate ifaction 0 ifrnd 16 { action FIRE_FRAMES cstator 128 } sleeptime 300 // Never let it fall to sleep ifspawnedby FIRE { ifgapzl 16 break } else ifspawnedby FIRE2 { ifgapzl 16 break } ifinwater killit ifp palive ifpdistl 844 ifrnd 32 ifcansee { soundonce DUKE_LONGTERM_PAIN addphealth -1 palfrom 32 32 } ifactor FIRE { ifspawnedby FIRE break } else ifactor FIRE2 ifspawnedby FIRE2 break iffloordistl 128 { ifrnd 128 { ifcount 84 killit // This line(and the else below) // is not necessary, since actors // with zero x-size are automatically // deleted anyway! else ifcount 42 sizeto 0 0 else sizeto 32 32 } } else killit ends useractor notenemy FIRE WEAK 0 FIREVELS state firestate enda
Mikko_Sandt, on 16 April 2013 - 05:35 AM, said:
setprojectile[NAMEOFPROJECTILE].offset 128 shoot NAMEOFPROJECTILE setprojectile[NAMEOFPROJECTILE].offset 0
This post has been edited by Fox: 18 April 2013 - 06:49 PM
useractor notenemy WOODBREAK1 WEAKEST cstator 257 ifhitweapon ifdead { sound VENT_BUST debris SCRAP1 4 killit } enda
This post has been edited by Fox: 21 April 2013 - 08:05 AM
useractor notenemy WOODBREAK1 cstator 257 strength 1 ifhitweapon ifwasweapon KNEE { sound VENT_BUST debris SCRAP1 4 killit } enda
This post has been edited by Fox: 21 April 2013 - 08:54 AM
This post has been edited by Mark.: 21 April 2013 - 09:12 AM
This post has been edited by Diaz: 23 April 2013 - 11:57 AM
onevent EVENT_JUMP setplayer[THISACTOR].poszv -2048 // or some other value setvar RETURN -1 endevent
Mblackwell, on 23 April 2013 - 07:54 PM, said:
onevent EVENT_JUMP setplayer[THISACTOR].poszv -2048 // or some other value setvar RETURN -1 endevent
This post has been edited by Diaz: 23 April 2013 - 10:37 PM
Mark., on 23 April 2013 - 07:59 PM, said:
Diaz, on 23 April 2013 - 10:28 PM, said:
gamevar P_JUMP 0 1 onevent EVENT_JUMP ifvare P_JUMP 0 setplayer[THISACTOR].poszv -2048 setvar RETURN -1 setvar P_JUMP 3 enda actor APLAYER ifvarg P_JUMP 0 subvar P_JUMP 1 ifvarn P_JUMP 0 action PJUMPING enda