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: