Mark., on 01 August 2017 - 09:59 AM, said:
Mark., on 01 August 2017 - 09:59 AM, said:
This post has been edited by Mark.: 01 August 2017 - 11:59 AM
Mark., on 01 August 2017 - 11:57 AM, said:
David B., on 02 August 2017 - 12:59 AM, said:
This post has been edited by Mark.: 03 August 2017 - 02:22 PM
useractor notenemy LIGHTSWITCH2
ifp pfacing ifcansee ifhitspace ifpdistl 512 {
getactor[THISACTOR].pal SIGNAL_ON
}
endaThis post has been edited by David B.: 04 August 2017 - 06:21 AM
Drek, on 03 August 2017 - 02:25 PM, said:
This post has been edited by David B.: 04 August 2017 - 06:21 AM
ifvarl sector[THISACTOR].floorshade 10 spritepal 3 else spritepal 0
Jblade, on 04 August 2017 - 11:04 AM, said:
ifvarl sector[THISACTOR].floorshade 10 spritepal 3 else spritepal 0
This post has been edited by Zaxtor: 19 August 2017 - 10:37 AM
Zaxtor, on 19 August 2017 - 10:37 AM, said:
This post has been edited by Zaxtor: 19 August 2017 - 03:08 PM
Hendricks266, on 19 August 2017 - 04:56 PM, said:
This post has been edited by Zaxtor: 26 August 2017 - 01:24 PM
This post has been edited by Zaxtor: 29 August 2017 - 02:22 PM
This post has been edited by Zaxtor: 29 August 2017 - 06:41 PM
onevent EVENT_PROCESSINPUT
ifvare boting 1
{
ifvarg stucktime 5
{ getinput[THISACTOR].bits temp1
ifvaror temp1 4194304
{ orvar temp1 4194304 setinput[THISACTOR].bits temp1 }
}
}
endeventDarkus, on 05 October 2017 - 11:44 AM, said: