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 endevent
getactor[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