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...
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