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
Quote
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
Quote
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
}
Quote
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