

The Mechanic, on 03 October 2015 - 04:57 AM, said:
Mblackwell, on 05 October 2015 - 12:12 PM, said:
Fox, on 05 October 2015 - 04:23 PM, said:
Mblackwell, on 05 October 2015 - 07:08 PM, said:
Mblackwell, on 05 October 2015 - 07:08 PM, said:
Mblackwell, on 05 October 2015 - 07:08 PM, said:
Mblackwell, on 05 October 2015 - 07:08 PM, said:
Mblackwell, on 05 October 2015 - 07:08 PM, said:
This post has been edited by The Mechanic: 06 October 2015 - 02:30 AM
Mblackwell, on 06 October 2015 - 05:07 AM, said:
Mblackwell, on 05 October 2015 - 12:12 PM, said:
Mblackwell, on 06 October 2015 - 05:07 AM, said:
December Man, on 06 October 2015 - 07:16 AM, said:
The Mechanic, on 06 October 2015 - 07:34 AM, said:
gamearray MYLOCATORS 930 // Max Groups * Max Points + Max Points/Position gamevar INIT 0 2 gamevar TEMP 0 0 gamevar L_GROUP 0 2 gamevar L_POSITION 0 2 define MAXPOINTS 30 define MYLOCATOR 3585 eventloadactor MYLOCATOR getactor[THISACTOR].hitag L_GROUP getactor[THISACTOR].lotag L_POSITION setactor[THISACTOR].hitag 0 setactor[THISACTOR].lotag 0 enda useractor notenemy MYLOCATOR ifvare INIT 0 { cstat 32768 setvarvar TEMP L_GROUP mulvar TEMP MAXPOINTS addvarvar TEMP L_POSITION setarray MYLOCATORS[TEMP] THISACTOR setvar INIT 1 } enda eventloadactor someenemyorsomething getactor[THISACTOR].hitag L_GROUP setactor[THISACTOR].hitag 0 enda useractor someenemyorsomething loop through L_GROUP * MAXPOINTS + until you hit a 0/unfilled ID, doing comparison to find the nearest point and use that as your start position and then iterate through it and do some facing code and other nonsense to move it in the appropriate direction. You could also use this same type of code to build groups of effects actors or whatever else. enda
Perro Seco, on 06 October 2015 - 10:32 AM, said:
gamevar ON_WATER 0 1 actor APLAYER ifonwater { ifvare ON_WATER 0 { soundonce SPLASHSOUND setvar ON_WATER 1 } } else setvar ON_WATER 0 enda
Mblackwell, on 06 October 2015 - 01:46 PM, said:
gamevar ON_WATER 0 1 actor APLAYER ifonwater { ifvare ON_WATER 0 { soundonce SPLASHSOUND setvar ON_WATER 1 } } else setvar ON_WATER 0 enda
movesprite THISACTOR 64 0 -128 65537 tempy
This post has been edited by The Mechanic: 08 October 2015 - 01:13 PM
The Mechanic, on 08 October 2015 - 01:05 PM, said:
The Mechanic, on 08 October 2015 - 01:05 PM, said:
setactor[THISACTOR].htbposx sprite[THISACTOR].x setactor[THISACTOR].htbposy sprite[THISACTOR].y setactor[THISACTOR].htbposz sprite[THISACTOR].z
The Mechanic, on 08 October 2015 - 01:05 PM, said:
Fox, on 08 October 2015 - 01:41 PM, said:
Fox, on 08 October 2015 - 01:41 PM, said:
setactor[THISACTOR].htbposx sprite[THISACTOR].x setactor[THISACTOR].htbposy sprite[THISACTOR].y setactor[THISACTOR].htbposz sprite[THISACTOR].z
getactor[jactor].x temp5 addvarvar temp5 temp1 setactor[jactor].htbposx temp5 setactor[jactor].x temp5 getactor[jactor].y temp5 addvarvar temp5 temp2 setactor[jactor].htbposy temp5 setactor[jactor].y temp5 getactor[jactor].z temp5 addvarvar temp5 temp3 setactor[jactor].htbposz temp5 setactor[jactor].z temp5 // TODO : Will need to manually update sector number if crossing sectors
Fox, on 08 October 2015 - 01:41 PM, said:
Fox, on 08 October 2015 - 01:41 PM, said:
Mblackwell, on 08 October 2015 - 02:42 PM, said:
Mblackwell, on 08 October 2015 - 05:08 PM, said:
Mblackwell, on 08 October 2015 - 05:08 PM, said:
The Mechanic, on 09 October 2015 - 12:33 AM, said:
The Mechanic, on 09 October 2015 - 12:33 AM, said:
Fox, on 09 October 2015 - 04:40 AM, said:
Fox, on 09 October 2015 - 04:40 AM, said:
The Mechanic, on 09 October 2015 - 08:28 AM, said:
The Mechanic, on 09 October 2015 - 08:28 AM, said:
This post has been edited by Fox: 09 October 2015 - 09:30 AM
Fox, on 09 October 2015 - 09:27 AM, said:
Hendricks266, on 06 October 2015 - 07:34 AM, said:
gamevar TEMP6 -1 1 state genericshrunkcode ifcount 32 { ifactor ENEMY { ifpdistl SQUISHABLEDISTANCE { ifvarvarg player[THISACTOR].actorsqu TEMP6 { addkills 1 sound SOUND debris SCRAP3 40 debris SCRAP3 40 debris SCRAP3 40 debris SCRAP3 40 killit } getplayer[THISACTOR].actorsqu TEMP6 } } else ifactor ENEMY2 { ifpdistl SQUISHABLEDISTANCE { ifvarvarg player[THISACTOR].actorsqu TEMP6 { addkills 1 sound SOUND debris SCRAP3 40 debris SCRAP3 40 debris SCRAP3 40 debris SCRAP3 40 killit } getplayer[THISACTOR].actorsqu TEMP6 } } ifpdistl SQUISHABLEDISTANCE pstomp } else { sizeto MINXSTRETCH MINYSTRETCH spawn FRAMEEFFECT1 } ends
This post has been edited by December Man: 09 October 2015 - 11:09 AM