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
}
endeventanimsounds 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
}
endeventespawn 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
}
}
endaeshoot 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: