espawn TRANSPORTERSTAR setactor[RETURN].pal 7
espawn TRANSPORTERSTAR setactor[RETURN].pal 7
ifvarg sprite[THISACTOR].htextra 0 // Is this actor taking damage?
{
getactor[THISACTOR].htpicnum TEMP // get the tile number of the attack
ifvare TEMP SHOTGUN // if it's the shotgun...
{
setactor[THISACTOR].xvel -10 // set its backwards velocity by 10
}
}
Mr. Alias Nameless, on 15 August 2016 - 11:42 PM, said:
Mblackwell, on 19 August 2016 - 07:25 AM, said:
This post has been edited by Micky C: 19 August 2016 - 07:27 AM
Jblade, on 19 August 2016 - 03:27 AM, said:
ifvarg sprite[THISACTOR].htextra 0 // Is this actor taking damage?
{
getactor[THISACTOR].htpicnum TEMP // get the tile number of the attack
ifvare TEMP SHOTGUN // if it's the shotgun...
{
setactor[THISACTOR].xvel -10 // set its backwards velocity by 10
}
}
stumppy84, on 20 August 2016 - 07:44 AM, said:
RichardStorm, on 23 August 2016 - 04:05 AM, said:
This post has been edited by Trooper Dan: 23 August 2016 - 11:37 AM
Eduke Wiki of Secrets said:
This post has been edited by RichardStorm: 23 August 2016 - 02:38 PM
RichardStorm, on 23 August 2016 - 02:37 PM, said:
RichardStorm, on 23 August 2016 - 02:37 PM, said:
RichardStorm, on 23 August 2016 - 02:37 PM, said:
This post has been edited by David B.: 30 December 2016 - 09:12 AM
// Custom switches
define NEWSWITCH 3585
action NEWSWITCHRELEASE 0 1 1 1 1
action NEWSWITCHPRESS 1 1 1 1 1
eventloadactor NEWSWITCH
gamevar activatorLotag 0 2
getactor[THISACTOR].lotag activatorLotag
enda
useractor notenemy NEWSWITCH 0 NEWSWITCHRELEASE
ifp pfacing
ifpdistl 1280
ifhitspace
ifaction NEWSWITCHRELEASE
{
action NEWSWITCHPRESS
soundonce SWITCH_ON
operateactivators activatorLotag 0
break
}
ifaction NEWSWITCHPRESS
ifcount 64
{
action NEWSWITCHRELEASE
resetcount
break
}
enda
testswitch.zip (23.42K)
This post has been edited by DotK3D: 01 January 2017 - 08:38 AM
This post has been edited by DotK3D: 01 January 2017 - 09:37 AM
define _BPRESS #### defineprojectile _BPRESS PROJ_WORKSLIKE 1 // or 16 defineprojectile _BPRESS PROJ_EXTRA 1 // or 0 defineprojectile _BPRESS PROJ_XREPEAT 4 defineprojectile _BPRESS PROJ_XREPEAT 4 defineprojectile _BPRESS PROJ_RANGE 128 onevent EVENT_KILLIT switch sprite[THISACTOR].picnum ... case FIRELASER case PLASMA_PROJ case ... shoot _BPRESS break endswitch endevent
This post has been edited by RichardStorm: 13 January 2017 - 11:42 AM
This post has been edited by Fox: 13 January 2017 - 12:01 PM
This post has been edited by Mark.: 30 January 2017 - 04:20 PM