onevent EVENT_PREGAME
ifactor NEWBEAST
{
getactor[THISACTOR].htflags temp
orvar temp SFLAG_NODAMAGEPUSH
setactor[THISACTOR].htflags temp
}
endevent
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:
This post has been edited by Fox: 24 March 2014 - 05:54 AM
Drek, on 24 March 2014 - 05:28 AM, said:
Fox, on 24 March 2014 - 11:12 AM, said:
Simon_Croes, on 24 March 2014 - 01:57 PM, said:
gamevar TEMP 0 0
onevent EVENT_DISPLAYROOMS
addvar cameraz 4096 // constantly moves the camera down by 4096 z units, to simulate Duke's eyeballs being where his other balls are
endevent
onevent EVENT_EGS
ifspawnedby APLAYER
{
getactor[THISACTOR].z TEMP
addvar TEMP 4096
setactor[THISACTOR].z TEMP
}
endevent
MrGlasses, on 31 March 2014 - 06:44 AM, said:
This post has been edited by Drek: 31 March 2014 - 07:34 AM
findnearspritevar TEMP 10241 TEMP2
Quote
Quote
Drek, on 31 March 2014 - 09:30 AM, said:
findnearspritevar TEMP 10241 TEMP2
useractor notenemy SPAWNER
findnearactor STALFOS 10241 TEMP2
ifvare TEMP2 -1
{
espawnvar hitag
killit
}
endauseractor notenemy SPAWNER
setvar TEMP 7000
findnearactorvar TEMP 10241 TEMP2
ifvare TEMP2 -1
{
espawnvar hitag
killit
}
endagamevar TEMP 0 2
gamevar TEMP2 0 2
useractor enemy NEWBEAST NEWBEASTSTRENGTH
fall
ifaction 0
{
cstator 257
sizeat 40 40
ai AINEWBEASTDODGE
}
ifaction ANEWBEASTFROZEN
state newbeastcode
else
{
spritepal 6
state newbeastcode
ifaction ANEWBEASTFROZEN
break
getlastpal
}
setvar TEMP 2000
findnearactorvar TEMP 10241 TEMP2
enda
This post has been edited by Drek: 31 March 2014 - 10:31 AM
Drek, on 31 March 2014 - 09:30 AM, said:
findnearspritevar TEMP 10241 TEMP2
Quote
This post has been edited by Drek: 31 March 2014 - 10:40 AM
Drek, on 31 March 2014 - 10:38 AM, said:
onevent EVENT_SOUND
ifvarand player[THISACTOR].gm 1
{
ifvare RETURN JIBBED_ACTOR6 setvar RETURN BONUS_SPEECH1 else // piece of cake
ifvare RETURN BONUS_SPEECH1 setvar RETURN DUKE_GETWEAPON2 else // let's rock
ifvare RETURN DUKE_GETWEAPON2 setvar RETURN JIBBED_ACTOR5 else // come get some
ifvare RETURN JIBBED_ACTOR5 setvar RETURN DAY2DIE else // DAMN I'M GOOD
}
endevent
This post has been edited by James: 19 April 2014 - 12:10 AM
Trooper Dan, on 18 April 2014 - 11:47 PM, said:
onevent EVENT_SOUND
ifvarand player[THISACTOR].gm 1
{
ifvare RETURN JIBBED_ACTOR6 setvar RETURN BONUS_SPEECH1 else // piece of cake
ifvare RETURN BONUS_SPEECH1 setvar RETURN DUKE_GETWEAPON2 else // let's rock
ifvare RETURN DUKE_GETWEAPON2 setvar RETURN JIBBED_ACTOR5 else // come get some
ifvare RETURN JIBBED_ACTOR5 setvar RETURN DAY2DIE else // DAMN I'M GOOD
}
endevent
This post has been edited by Fox: 19 April 2014 - 03:45 AM
Trooper Dan, on 18 April 2014 - 11:47 PM, said:
switch (x)
{
case 0:
g_skillSoundID = JIBBED_ACTOR6;
break;
(...)
}
S_PlaySound(g_skillSoundID);
if (g_skillSoundID >= 0 && ud.config.FXDevice >= 0 && ud.config.SoundToggle)
{
while (S_CheckSoundPlaying(-1, g_skillSoundID))
G_HandleAsync();
}
Quote
{
(...)
ifvare RETURN JIBBED_ACTOR5 setvar RETURN DAY2DIE else // DAMN I'M GOOD
}