BTW, the new item I tested the spawn with was one of my new enemies. I happened to shoot the actor with the machine gun. A whole butt-load of enemies appeared. It was like an episode of Serious Sam.

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
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This post has been edited by M210: 06 July 2013 - 02:28 AM
darkcaleb, on 06 July 2013 - 02:35 PM, said:
Fox, on 07 July 2013 - 05:13 AM, said:
This post has been edited by Fox: 07 July 2013 - 06:23 AM
onevent EVENT_GETLOADTILE setvarvar RETURN totalclock divvar RETURN 16 // animation speed andvar RETURN 3 addvar RETURN LOADSCREEN endevent
This post has been edited by Fox: 07 July 2013 - 02:18 PM
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getplayer[THISACTOR].i PLAYERID setvarvar spriteid PLAYERID getactor[THISACTOR].sectnum rot_sect getactor[spriteid].sectnum se_sector ifvarvare rot_sect se_sector { getactor[THISACTOR].x x getactor[THISACTOR].y y getactor[spriteid].x x2 getactor[spriteid].y y2 subvarvar x2 x setvarvar dx x2 setvarvar rot_actspeed rot_angspeed ifvare rot_turnway 1 mulvarvar rot_actspeed -1 cos mycos rot_actspeed mulvarvar dx mycos divvarvar dx TRIG_MAX subvarvar y2 y setvarvar dy y2 sin mysin rot_actspeed mulvarvar dy mysin divvarvar dy TRIG_MAX addvarvar x dx subvarvar x dy //setactor[spriteid].x x setplayer[THISACTOR].posx x setvarvar dy y2 mulvarvar dy mycos divvarvar dy TRIG_MAX setvarvar dx x2 mulvarvar dx mysin divvarvar dx TRIG_MAX addvarvar y dy addvarvar y dx //setactor[spriteid].y y setplayer[THISACTOR].posy y //getactor[spriteid].ang se_ang getplayer[THISACTOR].ang se_ang addvarvar se_ang rot_actspeed setplayer[THISACTOR].ang se_ang //setactor[spriteid].ang se_ang }
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Hendricks266, on 10 July 2013 - 06:49 PM, said:
This post has been edited by Mblackwell: 13 July 2013 - 07:57 PM
Reason for edit: Added code tags to preserve formatting.
This post has been edited by Mark.: 14 July 2013 - 04:44 AM
This post has been edited by Fox: 14 July 2013 - 10:07 AM