LAW, on 08 June 2013 - 05:20 AM, said:
Not really, in the bosses case it has been hard-coded to work that way. Surprisingly the Assault Tropper has been forgotten, as a result it fails to respawn Captains instead.
LAW, on 08 June 2013 - 05:20 AM, said:
This post has been edited by Fox: 08 June 2013 - 08:02 AM
LAW, on 08 June 2013 - 05:20 AM, said:
gamevar OWNER 0 0 gamevar PAL 0 0 ifactor MAMA getactor[THISACTOR].owner OWNER ifvare OWNER RESPAWN getactor[OWNER].pal PAL setactor[THISACTOR].pal PAL //OR ifvare PAL 30 spritepal 30
LAW, on 08 June 2013 - 08:00 AM, said:
This post has been edited by Fox: 08 June 2013 - 08:03 AM
Fox, on 08 June 2013 - 08:02 AM, said:
Hendricks266, on 17 June 2013 - 05:53 PM, said:
Hendricks266, on 18 June 2013 - 08:27 AM, said:
James, on 21 June 2013 - 04:32 AM, said:
RichardStorm, on 29 June 2013 - 03:21 AM, said:
gamevar musicVolume -1 1
gamevar musicLevel -1 1
state reset_music
setvar musicVolume -1
setvar musicLevel -1
ends
state trigger_music
ifvarg musicVolume -1
setuserdef[THISACTOR].volume_number musicVolume
ifvarg musicLevel -1
starttrackvar musicLevel
// always reset to the proper value
setuserdef[THISACTOR].volume_number VOLUME
ends
onevent EVENT_RESETPLAYER
state reset_music
endevent
onevent EVENT_ENTERLEVEL
state reset_music
endevent
onevent EVENT_LOADGAME
state trigger_music
endeventgetactor[THISACTOR].z TEMP espawn WHATYOUWANTTOSPAWN subvar TEMP 4096 // This will move it up a bit setactor[RETURN].z TEMP
This post has been edited by James: 30 June 2013 - 11:01 AM
This post has been edited by Mark.: 30 June 2013 - 11:56 AM
This post has been edited by Mark.: 30 June 2013 - 12:16 PM
gamevar TEMP 0 2 // gamevars should be outside of actors
useractor notenemy MYACTOR
ifhitweapon
{
strength 1
action ANIM2
sound XXX
getactor[THISACTOR].z TEMP
espawn XXXX
addvar TEMP 4096 // This will move it up a bit
setactor[RETURN].z TEMP
}
enda