

onevent EVENT_GAME . . . ifactor MACE2 { getactorvar[THISACTOR].ACTORCOUNT countvar addvar countvar 1 setactorvar[THISACTOR].ACTORCOUNT countvar ifvare countvar 5 { ifaction MACEFRAMES action MACEFRAMES2 else ifaction MACEFRAMES2 action MACEFRAMES3 else ifaction MACEFRAMES3 action MACEFRAMES4 else ifaction MACEFRAMES4 action MACEFRAMES5 else ifaction MACEFRAMES5 action MACEFRAMES6 else ifaction MACEFRAMES6 action MACEFRAMES7 else ifaction MACEFRAMES7 action MACEFRAMES setvar countvar 0 setactorvar[THISACTOR].ACTORCOUNT countvar } } . . . endevent define MACE2 7408 define MACESTAND 7414 action MACEFRAMES 0 1 1 action MACEFRAMES2 1 1 1 action MACEFRAMES3 2 1 1 action MACEFRAMES4 3 1 1 action MACEFRAMES5 4 1 1 action MACEFRAMES6 5 1 1 action MACEFRAMES7 6 1 1 defineprojectile MACE2 PROJ_WORKSLIKE 6278 //4096 + 2048 + 4 + 2 defineprojectile MACE2 PROJ_SPAWNS MACESTAND defineprojectile MACE2 PROJ_VEL 125 defineprojectile MACE2 PROJ_EXTRA 0 defineprojectile MACE2 PROJ_DROP -75 defineprojectile MACE2 PROJ_ISOUND -1 defineprojectile MACE2 PROJ_HITRADIUS 1 defineprojectile MACE2 PROJ_BOUNCES 4 defineprojectile MACE2 PROJ_BSOUND -1 defineprojectile MACE2 PROJ_XREPEAT 50 defineprojectile MACE2 PROJ_YREPEAT 50 defineprojectile MACE2 PROJ_CSTAT 1 defineprojectile MACE2 PROJ_CLIPDIST 70 useractor notenemy MACE2 0 MACEFRAMES enda useractor notenemy MACESTAND 0 sizeat 50 50 enda
This post has been edited by XThX2: 11 June 2009 - 04:06 AM
XThX2, on Jun 11 2009, 05:05 AM, said:
onevent EVENT_GAME . . . ifactor MACE2 { getactorvar[THISACTOR].ACTORCOUNT countvar addvar countvar 1 setactorvar[THISACTOR].ACTORCOUNT countvar ifvare countvar 5 { ifaction MACEFRAMES action MACEFRAMES2 else ifaction MACEFRAMES2 action MACEFRAMES3 else ifaction MACEFRAMES3 action MACEFRAMES4 else ifaction MACEFRAMES4 action MACEFRAMES5 else ifaction MACEFRAMES5 action MACEFRAMES6 else ifaction MACEFRAMES6 action MACEFRAMES7 else ifaction MACEFRAMES7 action MACEFRAMES setvar countvar 0 setactorvar[THISACTOR].ACTORCOUNT countvar } } . . . endevent define MACE2 7408 define MACESTAND 7414 action MACEFRAMES 0 1 1 action MACEFRAMES2 1 1 1 action MACEFRAMES3 2 1 1 action MACEFRAMES4 3 1 1 action MACEFRAMES5 4 1 1 action MACEFRAMES6 5 1 1 action MACEFRAMES7 6 1 1 defineprojectile MACE2 PROJ_WORKSLIKE 6278 //4096 + 2048 + 4 + 2 defineprojectile MACE2 PROJ_SPAWNS MACESTAND defineprojectile MACE2 PROJ_VEL 125 defineprojectile MACE2 PROJ_EXTRA 0 defineprojectile MACE2 PROJ_DROP -75 defineprojectile MACE2 PROJ_ISOUND -1 defineprojectile MACE2 PROJ_HITRADIUS 1 defineprojectile MACE2 PROJ_BOUNCES 4 defineprojectile MACE2 PROJ_BSOUND -1 defineprojectile MACE2 PROJ_XREPEAT 50 defineprojectile MACE2 PROJ_YREPEAT 50 defineprojectile MACE2 PROJ_CSTAT 1 defineprojectile MACE2 PROJ_CLIPDIST 70 useractor notenemy MACE2 0 MACEFRAMES enda useractor notenemy MACESTAND 0 sizeat 50 50 enda
DeeperThought, on Jun 11 2009, 06:36 AM, said:
/* getplayer[THISACTOR].jumping_counter TEMP ifvare TEMP 650 { setplayer[THISACTOR].jumping_counter ZERO } */
This post has been edited by XThX2: 25 June 2009 - 08:10 AM
Quote
XThX2, on Jun 26 2009, 01:47 AM, said:
This post has been edited by Chip: 28 June 2009 - 06:40 AM
This post has been edited by Chip: 28 June 2009 - 11:19 AM
getplayer[THISACTOR].i temp getactor[temp].extra temp2 subvarvar temp2 damage setactor[temp].extra temp2
This post has been edited by Dr. Kylstein: 29 June 2009 - 07:17 PM
MIKE SIMS, on Jun 30 2009, 10:06 AM, said:
onevent EVENT_DISPLAYREST ifvare player[THISACTOR].heat_on YES rotatesprite xcoord ycoord size rotation tilenumber shade color orientation 0 0 xdim ydim endevent
Quote
getplayer[THISACTOR].i temp getactor[temp].extra temp2 subvarvar temp2 damage setactor[temp].extra temp2
This post has been edited by Chip: 30 June 2009 - 12:08 PM
Chip, on Jun 30 2009, 12:05 PM, said:
Captain Awesome, on Jun 30 2009, 04:48 PM, said:
Captain Awesome, on Jun 30 2009, 05:24 PM, said:
onevent EVENT_KILLIT ifactor MYBLOODPROJECTILE { getactor[THISACTOR].htmovflag TEMP ifvarn TEMP 0 // this means it hit SOMETHING, maybe a wall, maybe a sprite state random_wall_jibs // if there's a wall nearby, it will splatter the wall else iffloordistl 8 spawn MYBLOODSPLAT // if it didn't hit something and it's near the floor, spawn the floor splat setvar RETURN 0 } endevent