ReaperTK, on May 19 2009, 05:39 PM, said:
Haha, I do it the same way in my switch effects. I can't think of any other way of doing it at the moment.
ReaperTK, on May 19 2009, 05:39 PM, said:
This post has been edited by XenoMatriX: 23 May 2009 - 03:49 AM
James, on Jun 6 2009, 01:14 AM, said:
EDUKE.zip (1.48K)
onevent EVENT_GAME
.
.
.
ifactor MACE2
{
getactorvar[THISACTOR].ACTORCOUNT countvar
addvar countvar 1
setactorvar[THISACTOR].ACTORCOUNT countvar
ifvare countvar 5
{
ifaction MACEFRAMES action MACEFRAMES2 else
ifaction MACEFRAMES2 action MACEFRAMES3 else
ifaction MACEFRAMES3 action MACEFRAMES4 else
ifaction MACEFRAMES4 action MACEFRAMES5 else
ifaction MACEFRAMES5 action MACEFRAMES6 else
ifaction MACEFRAMES6 action MACEFRAMES7 else
ifaction MACEFRAMES7 action MACEFRAMES
setvar countvar 0
setactorvar[THISACTOR].ACTORCOUNT countvar
}
}
.
.
.
endevent
define MACE2 7408
define MACESTAND 7414
action MACEFRAMES 0 1 1
action MACEFRAMES2 1 1 1
action MACEFRAMES3 2 1 1
action MACEFRAMES4 3 1 1
action MACEFRAMES5 4 1 1
action MACEFRAMES6 5 1 1
action MACEFRAMES7 6 1 1
defineprojectile MACE2 PROJ_WORKSLIKE 6278 //4096 + 2048 + 4 + 2
defineprojectile MACE2 PROJ_SPAWNS MACESTAND
defineprojectile MACE2 PROJ_VEL 125
defineprojectile MACE2 PROJ_EXTRA 0
defineprojectile MACE2 PROJ_DROP -75
defineprojectile MACE2 PROJ_ISOUND -1
defineprojectile MACE2 PROJ_HITRADIUS 1
defineprojectile MACE2 PROJ_BOUNCES 4
defineprojectile MACE2 PROJ_BSOUND -1
defineprojectile MACE2 PROJ_XREPEAT 50
defineprojectile MACE2 PROJ_YREPEAT 50
defineprojectile MACE2 PROJ_CSTAT 1
defineprojectile MACE2 PROJ_CLIPDIST 70
useractor notenemy MACE2 0 MACEFRAMES enda
useractor notenemy MACESTAND 0
sizeat 50 50
endaThis post has been edited by XThX2: 11 June 2009 - 04:06 AM
XThX2, on Jun 11 2009, 05:05 AM, said:
onevent EVENT_GAME
.
.
.
ifactor MACE2
{
getactorvar[THISACTOR].ACTORCOUNT countvar
addvar countvar 1
setactorvar[THISACTOR].ACTORCOUNT countvar
ifvare countvar 5
{
ifaction MACEFRAMES action MACEFRAMES2 else
ifaction MACEFRAMES2 action MACEFRAMES3 else
ifaction MACEFRAMES3 action MACEFRAMES4 else
ifaction MACEFRAMES4 action MACEFRAMES5 else
ifaction MACEFRAMES5 action MACEFRAMES6 else
ifaction MACEFRAMES6 action MACEFRAMES7 else
ifaction MACEFRAMES7 action MACEFRAMES
setvar countvar 0
setactorvar[THISACTOR].ACTORCOUNT countvar
}
}
.
.
.
endevent
define MACE2 7408
define MACESTAND 7414
action MACEFRAMES 0 1 1
action MACEFRAMES2 1 1 1
action MACEFRAMES3 2 1 1
action MACEFRAMES4 3 1 1
action MACEFRAMES5 4 1 1
action MACEFRAMES6 5 1 1
action MACEFRAMES7 6 1 1
defineprojectile MACE2 PROJ_WORKSLIKE 6278 //4096 + 2048 + 4 + 2
defineprojectile MACE2 PROJ_SPAWNS MACESTAND
defineprojectile MACE2 PROJ_VEL 125
defineprojectile MACE2 PROJ_EXTRA 0
defineprojectile MACE2 PROJ_DROP -75
defineprojectile MACE2 PROJ_ISOUND -1
defineprojectile MACE2 PROJ_HITRADIUS 1
defineprojectile MACE2 PROJ_BOUNCES 4
defineprojectile MACE2 PROJ_BSOUND -1
defineprojectile MACE2 PROJ_XREPEAT 50
defineprojectile MACE2 PROJ_YREPEAT 50
defineprojectile MACE2 PROJ_CSTAT 1
defineprojectile MACE2 PROJ_CLIPDIST 70
useractor notenemy MACE2 0 MACEFRAMES enda
useractor notenemy MACESTAND 0
sizeat 50 50
enda
DeeperThought, on Jun 11 2009, 06:36 AM, said:
/*
getplayer[THISACTOR].jumping_counter TEMP
ifvare TEMP 650
{
setplayer[THISACTOR].jumping_counter ZERO
}
*/
This post has been edited by XThX2: 25 June 2009 - 08:10 AM
Quote
XThX2, on Jun 26 2009, 01:47 AM, said:
This post has been edited by Chip: 28 June 2009 - 06:40 AM
This post has been edited by Chip: 28 June 2009 - 11:19 AM
getplayer[THISACTOR].i temp getactor[temp].extra temp2 subvarvar temp2 damage setactor[temp].extra temp2
This post has been edited by Dr. Kylstein: 29 June 2009 - 07:17 PM
MIKE SIMS, on Jun 30 2009, 10:06 AM, said:
onevent EVENT_DISPLAYREST ifvare player[THISACTOR].heat_on YES rotatesprite xcoord ycoord size rotation tilenumber shade color orientation 0 0 xdim ydim endevent
Quote
getplayer[THISACTOR].i temp getactor[temp].extra temp2 subvarvar temp2 damage setactor[temp].extra temp2
This post has been edited by Chip: 30 June 2009 - 12:08 PM
Chip, on Jun 30 2009, 12:05 PM, said:
Captain Awesome, on Jun 30 2009, 04:48 PM, said: