Trooper Dan, on 01 July 2015 - 03:21 PM, said:
http://wiki.eduke32....wiki/LOGO_FLAGS
Trooper Dan, on 01 July 2015 - 03:21 PM, said:
-- Main.lua module(...) se = con.actorvar(0) require "end_gamevars" local se64 = require("se64")
-- SE64.lua local se = se
This post has been edited by M210: 10 July 2015 - 08:30 AM
This post has been edited by Zaxtor: 22 July 2015 - 08:22 AM
This post has been edited by Mr. Alias Nameless: 04 September 2015 - 12:34 AM
Mr. Alias Nameless, on 04 September 2015 - 12:34 AM, said:
Mr. Alias Nameless, on 04 September 2015 - 12:34 AM, said:
Fox, on 05 September 2015 - 01:08 PM, said:
This post has been edited by Mark.: 05 September 2015 - 07:50 PM
December Man, on 12 September 2015 - 04:50 AM, said:
ifvare player[THISACTOR].fta 99 // is a quote being displayed? { ifvare player[THISACTOR].ftq 9 // is it the 'secret found!' quote? soundonce SECRETFOUND // play this sound }
This post has been edited by Jblade: 12 September 2015 - 05:02 AM
Jblade, on 12 September 2015 - 05:01 AM, said:
December Man, on 12 September 2015 - 07:46 AM, said:
gamevar previous_secret_rooms 0 1 onevent EVENT_GAME ifactor APLAYER { ifvarvarg player[THISACTOR].secret_rooms previous_secret_rooms globalsound BAR_MUSIC getplayer[THISACTOR].secret_rooms previous_secret_rooms } endevent
Hendricks266, on 12 September 2015 - 09:09 AM, said:
Hendricks266, on 12 September 2015 - 09:09 AM, said:
Mblackwell, on 13 September 2015 - 10:55 AM, said:
gamevar AIR_LEFT 0 1 gamevar AIR_LEFT_LAST 0 1 onevent EVENT_GAME ifactor APLAYER { getplayer[THISACTOR].airleft AIR_LEFT ifvarvarn AIR_LEFT AIR_LEFT_LAST ifvare AIR_LEFT_LAST 0 soundonce MY_GASP_SOUND else ifvare AIR_LEFT 0 soundonce MY_DROWNING_SOUND setvarvar AIR_LEFT_LAST AIR_LEFT } endevent
Mblackwell, on 15 September 2015 - 03:21 PM, said:
Mblackwell, on 15 September 2015 - 03:21 PM, said:
gamevar AIR_LEFT 0 1 gamevar AIR_LEFT_LAST 0 1 onevent EVENT_GAME ifactor APLAYER { getplayer[THISACTOR].airleft AIR_LEFT ifvarvarn AIR_LEFT AIR_LEFT_LAST ifvare AIR_LEFT_LAST 0 soundonce MY_GASP_SOUND else ifvare AIR_LEFT 0 soundonce MY_DROWNING_SOUND setvarvar AIR_LEFT_LAST AIR_LEFT } endevent
gamevar temp 0 0 gamevar AIR_LEFT_LAST -1 1 onevent EVENT_GAME ifactor APLAYER { getplayer[THISACTOR].airleft temp ifvare AIR_LEFT_LAST -1 setvarvar AIR_LEFT_LAST temp ifvarvarn temp AIR_LEFT_LAST ifvare AIR_LEFT_LAST 0 soundonce BAR_MUSIC else ifvare temp 0 ifp palive soundonce DUKE_KILLED1 setvarvar AIR_LEFT_LAST temp } endevent
Fox, on 21 September 2015 - 11:55 AM, said: