Hendricks266, on 19 August 2017 - 04:56 PM, said:
255 (the default) plus 524288.
Oops I had added 256 instead of 255.
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 } } } endevent
Darkus, on 05 October 2017 - 11:44 AM, said:
onevent EVENT_PROCESSINPUT ifvare boting 1 { ifvarg stucktime 5 { ifvarl player[THISACTOR].quick_kick 1 { setplayer[THISACTOR].quick_kick 15 quote 80 } } } endevent
Darkus, on 05 October 2017 - 01:32 PM, said:
onevent EVENT_PROCESSINPUT ifvare boting 1 { ifvarg stucktime 5 { ifvarl player[THISACTOR].quick_kick 1 { setplayer[THISACTOR].quick_kick 15 quote 80 } } } endevent
Darkus, on 07 October 2017 - 11:40 AM, said:
gamevar botai 0 1 onevent EVENT_GAME ifactor APLAYER { ifp pdead setvar botai 1 // dead? else setvar botai 0 } endevent onevent EVENT_PROCESSINPUT ifvare botai 1 setinput[THISACTOR].bits 536870912 // press space endevent
ifl sprite[].extra 1 { ifvarand botbits 536870912 xorvar botbits 536870912 else orvar botbits 536870912 }
onevent EVENT_GAME ifactor APLAYER { ifaction PEXPLODEAD resetplayer } endevent
animsounds START0.ivf { 1 252 50 244 }
onevent EVENT_NEWGAME // Only trigger when we come from the skill select menu ifvare current_menu 110 { switch VOLUME case 0 // episode 1 redefinequote 254 START0.ivf startcutscene 254 break case 1 // episode 2 redefinequote 254 START0.ivf startcutscene 254 break case 2 // episode 3 redefinequote 254 START0.ivf startcutscene 254 break endswitch } endevent
espawn BLOODPOOL setactorvar[RETURN].bloodpooltype 1 // or 2, or 3, etc. if you have multiple types
action APalmTree2 1 action APalmTree3 2 useractor notenemy MyPalmTree ifaction 0 { ifhitweapon { action APalmTree2 } } else ifaction APalmTree2 { ifhitweapon { action APalmTree3 } } else ifaction APalmTree3 { ifhitweapon { killit } } enda
eshoot MyMobilePickup setthisprojectile[RETURN].spawns MyPickupTilenum
Hendricks266, on 12 October 2017 - 08:22 AM, said:
thisbecasper, on 12 October 2017 - 08:41 AM, said:
Hendricks266, on 12 October 2017 - 09:29 AM, said:
This post has been edited by thisbecasper: 13 October 2017 - 03:24 AM
thisbecasper, on 13 October 2017 - 02:44 AM, said:
This post has been edited by thisbecasper: 13 October 2017 - 04:39 AM
Mark., on 13 October 2017 - 04:47 AM, said: