EDIT: That did it. Having the idle action run after the animation and then break command are what did it. WOO HOO. Thanks again.
Now for my next 24 questions......
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
This post has been edited by Mark.: 14 July 2013 - 11:47 AM
useractor notenemy MYENEMY addphealth 1 enda
useractor notenemy MYENEMY
ifpdistl 1024
addphealth 1
enda
useractor notenemy MYENEMY
ifpdistl 1024
addphealth 1
else
addphealth 10
enda
useractor notenemy MYENEMY
ifpdistl 1024
nullop
else
addphealth 1
enda
useractor notenemy MYENEMY
ifpdistl 1024
{
addphealth 1
addammo PISTOL_WEAPON 1
}
enda
useractor notenemy MYENEMY
ifpdistl 1024
addphealth 1
ifpdistl 1024
addammo PISTOL_WEAPON 1
enda
useractor notenemy MYENEMY
ifpdistl 1024
ifp pfacing
{
addphealth 1
addammo PISTOL_WEAPON 1
}
enda
useractor notenemy MYENEMY
ifpdistl 1024
{
addphealth 1
ifp pfacing
addammo PISTOL_WEAPON 1
}
enda
useractor notenemy MYENEMY
ifpdistl 1024
{
ifp pfacing
addphealth 10
else
addammo PISTOL_WEAPON 1
}
else
addphealth 1
enda
useractor notenemy MYENEMY
ifpdistl 1024
addphealth 100
else
ifpdistl 2048
addphealth 50
else
ifp pfacing
addphealth 10
else
addphealth 1
enda
useractor notenemy MYENEMY
ifpdistl 1024
ifaction 0
{
addphealth 1
action AMYENEMY_STOP
}
enda
useractor notenemy MYENEMY
ifpdistl 1024
{
ifaction 0
{
addphealth 1
action AMYENEMY_STOP
}
}
else
ifaction AMYENEMY_STOP
action 0
enda