Helixhorned, on 21 January 2014 - 08:28 AM, said:
Sounds OK. But if I change quake timer's value to huge one, isn't it gonna affect to all *quakes* on my game?
Helixhorned, on 21 January 2014 - 08:28 AM, said:
This post has been edited by James: 10 March 2014 - 06:03 AM
James, on 10 March 2014 - 06:03 AM, said:
This post has been edited by Trooper Dan: 10 March 2014 - 12:03 PM
This post has been edited by James: 10 March 2014 - 12:05 PM
James, on 10 March 2014 - 12:05 PM, said:
Helixhorned, on 10 March 2014 - 01:30 PM, said:
This post has been edited by James: 10 March 2014 - 01:43 PM
This post has been edited by Trooper Dan: 12 March 2014 - 07:07 PM
This post has been edited by Drek: 12 March 2014 - 08:01 PM
Trooper Dan, on 12 March 2014 - 06:56 PM, said:
Drek, on 12 March 2014 - 07:12 PM, said:
Drek, on 12 March 2014 - 07:58 PM, said:
This post has been edited by Trooper Dan: 12 March 2014 - 08:41 PM
This post has been edited by Drek: 13 March 2014 - 03:51 PM
Drek, on 13 March 2014 - 06:15 AM, said:
James, on 10 March 2014 - 01:42 PM, said:
-- Add NODAMAGEPUSH flag to NEWBEAST. gameactor { D.NEWBEAST, AF.chain_end + AF.NODAMAGEPUSH, function() end }
onevent EVENT_PREGAME ifactor NEWBEAST { getactor[THISACTOR].htflags temp orvar temp SFLAG_NODAMAGEPUSH setactor[THISACTOR].htflags temp } endevent
Drek, on 15 March 2014 - 02:01 PM, said:
This post has been edited by Fox: 15 March 2014 - 02:04 PM
This post has been edited by Drek: 15 March 2014 - 05:30 PM
Hendricks266, on 15 March 2014 - 01:56 PM, said:
onevent EVENT_PREGAME ifactor NEWBEAST { getactor[THISACTOR].htflags temp orvar temp SFLAG_NODAMAGEPUSH setactor[THISACTOR].htflags temp } endevent
Fox, on 15 March 2014 - 02:02 PM, said: