Hendricks266, on 17 June 2013 - 05:53 PM, said:
how set up a view portal in mapster?
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
This post has been edited by Mark.: 30 June 2013 - 02:27 PM
//Code for rotation sector ifvare active 1 { setactorvar[THISACTOR].active 0 setvar rot_moving 0 } getactor[THISACTOR].ang ang ifvare rot_turnway 0 { addvarvar ang rot_angspeed ifvarg ang 2047 setvar ang 0 } else ifvare rot_turnway 1 { subvarvar ang rot_angspeed ifvarl ang 0 setvar ang 2048 } subvarvar rot_saveang rot_angspeed setactor[THISACTOR].ang ang //set rotation angle of own sectoreffector sprite. With rotate of this sprite, sector will be rotating too. //Here I trying move a player with the sector together getplayer[THISACTOR].i PLAYERID setvarvar spriteid PLAYERID getactor[spriteid].sectnum se_sector getactor[THISACTOR].sectnum se_sect1 ifvarvare se_sector se_sect1 //if player in a sector { getplayer[THISACTOR].posx x2 getplayer[THISACTOR].posx y2 subvarvar x2 sprite[THISACTOR].x subvarvar y2 sprite[THISACTOR].y mulvarvar x2 x2 mulvarvar y2 y2 addvarvar x2 y2 sqrt x2 se_dist //calculating a distance between player and point of rotate sector setvarvar x2 sprite[THISACTOR].x addvarvar x2 se_dist rotatepoint sprite[THISACTOR].x sprite[THISACTOR].y x2 sprite[THISACTOR].y ang x y setplayer[THISACTOR].posx x setplayer[THISACTOR].posy y //set coodinates of player after rotation }
This post has been edited by M210: 06 July 2013 - 12:19 AM
Quote
This post has been edited by M210: 06 July 2013 - 02:28 AM
darkcaleb, on 06 July 2013 - 02:35 PM, said: