The Mechanic, on 20 January 2016 - 03:44 PM, said:
Most of those flags do work in-game. The slimer flag just isn't one of them.
The Mechanic, on 20 January 2016 - 03:44 PM, said:
Trooper Dan, on 20 January 2016 - 10:21 PM, said:
The Mechanic, on 21 January 2016 - 02:17 AM, said:
Trooper Dan, on 03 January 2016 - 04:47 PM, said:
addvar sprite[THISACTOR].z 1024
setactor[].xrepeat 64 shiftl sprite[].xrepeat 6 div sprite[].xrepeat tilesizy[MYTILE]
This post has been edited by Fox: 24 January 2016 - 07:58 AM
Fox, on 24 January 2016 - 07:58 AM, said:
onevent <EVENT_WEAPKEY7>
{
setvar RETURN 6
}
endeventThis post has been edited by Drek: 29 January 2016 - 09:24 PM
Hendricks266, on 01 February 2016 - 01:43 PM, said:
This post has been edited by Zaxtor: 06 February 2016 - 10:45 AM
Zaxtor, on 06 February 2016 - 10:44 AM, said:

pan = tofloat( get("camera","pan") );
tilt = tofloat( get("camera","tilt") );
fov = tofloat( get("camera","fov") );
w = tofloat( get( "applet", "width" ) );
h = tofloat( get( "applet", "height" ) );
x = tofloat( x );
y = tofloat( y );
r = (sqrt(w*w + h*h) / 2.0) / tan( gradToRad(fov/2.0) );
vx = r; vy = w/2.0 - x; vz = h/2.0 - y;
pan = gradToRad( pan ); tilt = gradToRad( -tilt );
cosp = cos( pan ); sinp = sin( pan );
cost = cos( tilt ); sint = sin( tilt );
/*My * Mz*/
vx2 = vx*cost*cosp - vy*sinp + vz*cosp*sint;
vy2 = vx*cost*sinp + vy*cosp + vz*sint*sinp;
vz2 = -vx*sint + vz*cost;
sinRes = vy2 / sqrt(vx2*vx2 + vy2*vy2);
panRes = radToGrad( asin(sinRes) );
if( vx2 <= 0 && vy2 > 0 )
panRes = 180 - panRes;
else if( vx2 < 0 && vy2 <= 0 )
panRes = -180 - panRes;
sinRes = vz2 / sqrt(vx2*vx2 + vy2*vy2 + vz2*vz2);
tiltRes = radToGrad( asin(sinRes) );
Fox, on 01 March 2016 - 12:35 AM, said:
This post has been edited by Mr. Alias Nameless: 01 March 2016 - 05:06 AM
Fox, on 01 March 2016 - 05:21 AM, said:
Mr. Alias Nameless, on 01 March 2016 - 06:17 AM, said:
Fox, on 01 March 2016 - 07:47 AM, said:
Trooper Dan, on 01 March 2016 - 09:49 AM, said:
This post has been edited by Trooper Dan: 07 March 2016 - 02:05 PM
gamevar screenx 0 0
gamevar screeny 0 0
defstate menuwhatever
getuserdef .m_origin_x screenx
getuserdef .m_origin_y screeny
ifvare current_menu 110 // MENU_SKILL
{
// use screentext with the <<16 bit set, and *add* the coordinates you want to draw to screenx/y so it animates with the menu
}
ends
onevent EVENT_DISPLAYMENUREST
state menuwhatever
endevent
onevent EVENT_DISPLAYINACTIVEMENUREST
state menuwhatever
endevent
gamevar screenx 0 0
gamevar screeny 0 0
defstate menuwhatever
getuserdef .m_origin_x screenx
getuserdef .m_origin_y screeny
ifvare RETURN 110 // MENU_SKILL
{
// use screentext with the <<16 bit set, and *add* the coordinates you want to draw to screenx/y so it animates with the menu
}
ends
onevent EVENT_DISPLAYMENUREST
state menuwhatever
endevent
onevent EVENT_DISPLAYINACTIVEMENUREST
state menuwhatever
endevent