Trooper Dan, on 08 June 2017 - 10:03 AM, said:
Trooper Dan, on 08 June 2017 - 10:03 AM, said:
David B., on 08 June 2017 - 12:09 PM, said:
state rotate_door
ifvare mycount 16
{
setvar mybool 1
setvar mycount 0
}
ifvare mybool 0
{
addvar mycount 1
}
else
ifvare mybool 1
ifpdistl 1024 ifhitspace {
setvar temp 512
whilevarn temp 0 {
getactor[THISACTOR].ang angnum
addvar angnum 1
setactor[THISACTOR].ang angnum
subvar temp 1
}
}
ifvare temp 0 soundonce 412
setvar mybool 0
}
ends
useractor notenemy TEST_DOOR
state rotate_door
enda
I'd like to assign to the sprite a rotating speed ; is it possible at least ?
This post has been edited by David B.: 11 June 2017 - 02:04 AM
Drek, on 11 June 2017 - 08:27 AM, said:
This post has been edited by David B.: 11 June 2017 - 09:44 AM
test_door.zip (1.68K)
state rotate_door
ifvare mycount 16
{
setvar mybool 1
setvar mycount 0
}
ifvare mybool 0
{
addvar mycount 1
}
ifvare mybool 1
{
ifpdistl 1024
{
ifhitspace
{
setvar temp 512 // the way this is set up set temp here to full rotation you want
getactor[THISACTOR].ang angnum
setvar mybool 0
soundonce 74
}
}
}
ifvarn temp 0
{
addvar angnum 16 // set speed here 1 is slow, 2 is still slow but faster, use power of 2 nums
setactor[THISACTOR].ang angnum
subvar temp 16 // match this to angnum above, 4,8,16 maybe 32 are decent speeds
}
ends
useractor notenemy TEST_DOOR
state rotate_door
enda
This post has been edited by Drek: 11 June 2017 - 12:56 PM
Drek, on 11 June 2017 - 09:58 AM, said:
This post has been edited by David B.: 12 June 2017 - 09:02 AM
action OPENING 1 9 1 1 4
useractor notenemy TEST_DOOR TOUGH OPENING
ifpdistl 1024 ifhitspace ifcansee
{
soundonce 412
action OPENING
}
endadefine TEST_DOOR 5646
dummytile 5646 128 128
texture 5646 {
pal 0 { file "fx/door.jpg" }
}
model "models/test/new test/door.md3" {
scale 2 shade 4
skin { pal 0 surface 0 file "models/test/door.jpg" }
skin { pal 30 surface 0 file "models/test/door_30.jpg" }
skin { surface 1 file "models/test/metal.jpg" }
skin { surface 2 file "models/test/glass.png" }
frame { name "closed1" tile 5646 }
anim { frame0 "open1" frame1 "open2" fps 10 flags 1 }
frame { name "open1" tile0 5647 tile1 5648 }
}
Trooper Dan, on 15 June 2017 - 10:08 AM, said:
dummytile 5646 128 128
texture 5646 {
pal 0 { file "fx/door.jpg" }
}
model "models/test/new test/door.md3" {
scale 2 shade 4
skin { pal 0 surface 0 file "models/test/door.jpg" }
skin { pal 30 surface 0 file "models/test/door_30.jpg" }
skin { surface 1 file "models/test/metal.jpg" }
skin { surface 2 file "models/test/glass.png" }
frame { name "closed1" tile 5646 }
anim { frame0 "open1" frame1 "open9" fps 10 flags 1 }
frame { name "open1" tile0 5647 tile1 5655 }
}This post has been edited by David B.: 15 June 2017 - 10:43 AM
action CLOSED 0 0 0 0 1
action OPENING 1 2 1 1 10
useractor notenemy TEST_DOOR TOUGH CLOSED
ifaction CLOSED
ifpdistl 1024 ifhitspace ifcansee
{
soundonce 412
action OPENING
}
enda
Trooper Dan, on 15 June 2017 - 11:21 AM, said:
David B., on 15 June 2017 - 11:40 AM, said:
Trooper Dan, on 15 June 2017 - 11:50 AM, said:
This post has been edited by David B.: 15 June 2017 - 12:26 PM
David B., on 15 June 2017 - 12:18 PM, said:
Drek, on 15 June 2017 - 12:34 PM, said:
Drek, on 15 June 2017 - 12:34 PM, said:
dummytilerange 5646 5655 128 128
texture 5646 {
pal 0 { file "fx/door.jpg" }
}
model "models/test/new test/door.md3" {
scale 2 shade 4
skin { pal 0 surface 0 file "models/test/door.jpg" }
skin { pal 30 surface 0 file "models/test/door_30.jpg" }
skin { surface 1 file "models/test/metal.jpg" }
skin { surface 2 file "models/test/glass.png" }
frame { name "closed1" tile 5646 }
anim { frame0 "open1" frame1 "open9" fps 10 flags 1 }
frame { name "open1" tile0 5647 tile1 5655 }
}
David B., on 15 June 2017 - 12:42 PM, said:
gamevar closed 1 2
action OPENING 1 9 1 1 2
action CLOSING 9 9 1 -1 2 // (I tried also CLOSING 1 9 1 -1 2 but normally the closing starts from the last frame...)
useractor notenemy TEST_DOOR 0
ifaction 0 { // (I have read ifaction 0 allows to spare an action)
ifpdistl 1024 ifhitspace ifcansee {
ifvare closed 1 {
soundonce 412
action OPENING
cstat 0
setvar closed 0
} else { // (now the part that seems to be ignored)
soundonce 412
action CLOSING
cstat 1
setvar closed 1
}
}
}
enda
This post has been edited by David B.: 24 June 2017 - 05:27 AM
This post has been edited by Mark.: 24 June 2017 - 06:51 AM
Mark., on 24 June 2017 - 06:17 AM, said:
action CLOSING 1 9 1 1 2
action OPENING 9 9 9 -1 2 // I'm assuming your existing numbers are right
useractor notenemy TEST_DOOR TOUGH CLOSING
ifpdistl 1024 ifcansee ifhitspace
ifaction CLOSING
{
soundonce 412
action OPENING
}
else
ifaction OPENING
{
soundonce 412
action CLOSING
}
enda dummytilerange 5640 5649 128 128
texture 5640 {
pal 0 { file "fx/door.jpg" }
}
model "models/doors/door.md3" {
scale 2 shade 4
skin { pal 0 surface 0 file "models/doors/door.jpg" }
skin { pal 30 surface 0 file "models/doors/door_30.jpg" }
skin { surface 1 file "models/doors/metal.jpg" }
skin { surface 2 file "models/doors/glass.png" }
normal { surface 0 file "models/doors/door_n.jpg" }
frame { name "closed1" tile 5640 }
anim { frame0 "open1" frame1 "open9" fps 8 flags 1 }
frame { name "open1" tile0 5641 tile1 5649 }
}
This post has been edited by David B.: 24 June 2017 - 07:24 AM
This post has been edited by Mark.: 24 June 2017 - 01:42 PM
David B., on 24 June 2017 - 05:27 AM, said:
This post has been edited by Jan Satcitananda: 24 June 2017 - 10:10 PM
action OPENING 1 9 0 1 0
action CLOSING 1 9 0 -1 0
state open
soundonce 450
action OPENING
ends
state close // (opened)
soundonce 455
action CLOSING
resetactioncount
ends
useractor notenemy TEST_DOOR 0
ifpdistl 1024 ifhitspace ifcansee {
ifactioncount 0 {
state open
break }
else {
ifactioncount 9 {
state close
}
}
}
enda This post has been edited by David B.: 26 June 2017 - 09:22 AM
David B., on 26 June 2017 - 09:21 AM, said: