onevent EVENT_JUMP
setplayer[THISACTOR].poszv -2048 // or some other value
setvar RETURN -1
endevent
This destroys any ifp pjumping code however.
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
gamevar TEMP 0 2
ifvare sector[THISACTOR].lotag 1
{
iffloordistl 8
setactor[THISACTOR].zvel 0
getsector[THISACTOR].lotag TEMP
setsector[THISACTOR].lotag 0
fall
setsector[THISACTOR].lotag TEMP
}
else
fall
Hendricks266, on 27 April 2013 - 10:08 AM, said:
gamevar MY_X 0 1 gamevar MY_Y 0 1 gamevar MY_Z 0 1 gamevar MY_SECTOR 0 1 gamevar MY_ANGLE 0 1 gamevar MY_ZDIST 0 1 gamevar MY_COS 0 1 gamevar MY_SIN 0 1 gamevar HITSECTOR 0 1 gamevar HITWALL 0 1 gamevar HITSPRITE 0 1 gamevar HITX 0 1 gamevar HITY 0 1 gamevar HITZ 0 1 state checkhitscan getplayer[THISACTOR].posx MY_X getplayer[THISACTOR].posy MY_Y getplayer[THISACTOR].posz MY_Z getplayer[THISACTOR].cursectnum MY_SECTOR getplayer[THISACTOR].ang MY_ANGLE getplayer[THISACTOR].horiz MY_ZDIST subvar MY_ZDIST 100 mulvar MY_ZDIST -2048 cos MY_COS MY_ANGLE sin MY_SIN MY_ANGLE hitscan MY_X MY_Y MY_Z MY_SECTOR MY_COS MY_SIN MY_ZDIST HITSECTOR HITWALL HITSPRITE HITX HITY HITZ CLIPMASK1 ends
spritenoshade 4577
eventloadactor 4577
getactor[THISACTOR].cstat TEMP5
ifvarand TEMP5 16
{
getactor[THISACTOR].sectnum TEMP
getsector[TEMP].floorpal TEMP7
setactor[THISACTOR].pal TEMP7
getactor[THISACTOR].shade ACTORFLOORSHADE
getactor[THISACTOR].x TEMP2
getactor[THISACTOR].y TEMP3
getactor[THISACTOR].z TEMP4
}
else
{
getactor[THISACTOR].sectnum TEMP
getsector[TEMP].floorshade ACTORFLOORSHADE
setactor[THISACTOR].shade ACTORFLOORSHADE
getsector[TEMP].floorpal TEMP7
setactor[THISACTOR].pal TEMP7
getactor[THISACTOR].x TEMP2
getactor[THISACTOR].y TEMP3
getactor[THISACTOR].z TEMP4
}
enda
useractor notenemy 4577 // Stone column
ldist TEMP6 THISACTOR player[THISACTOR].i
ifvarl TEMP6 24000
{
ifvarn HITSECTOR -1
ifvarn sector[HITSECTOR].lotag 2
changespritesect THISACTOR HITSECTOR
setactor[THISACTOR].shade ACTORFLOORSHADE
setactor[THISACTOR].pal TEMP7
setactor[THISACTOR].x TEMP2
setactor[THISACTOR].y TEMP3
setactor[THISACTOR].z TEMP4
}
endaThis post has been edited by Diaz: 29 April 2013 - 02:27 PM
This post has been edited by Fox: 29 April 2013 - 12:06 PM
This post has been edited by Diaz: 29 April 2013 - 12:38 PM
This post has been edited by Diaz: 29 April 2013 - 02:39 PM
This post has been edited by Mark.: 29 April 2013 - 02:55 PM
This post has been edited by Diaz: 29 April 2013 - 02:57 PM
Diaz, on 29 April 2013 - 02:38 PM, said:
This post has been edited by Fox: 29 April 2013 - 03:25 PM
This post has been edited by Fox: 29 April 2013 - 06:30 PM
Diaz, on 30 April 2013 - 01:28 AM, said:
Diaz, on 30 April 2013 - 01:28 AM, said: