Fox, on 05 February 2018 - 06:02 AM, said:
This is far too advanced to be useful to beginners.
Fox, on 05 February 2018 - 06:02 AM, said:
Mere_Duke, on 09 February 2018 - 05:50 AM, said:
Mere_Duke, on 09 February 2018 - 05:50 AM, said:
This post has been edited by Fox: 09 February 2018 - 10:01 PM
Fox, on 09 February 2018 - 10:00 PM, said:
This post has been edited by Mere_Duke: 10 February 2018 - 02:08 PM
RPD Guy, on 12 February 2018 - 10:59 AM, said:
Fox, on 15 February 2018 - 09:37 AM, said:
eshoot FIRELASER seta[RETURN].extra %value%
shoot SHOTGUN shoot SHOTGUN shoot SHOTGUN ...
This post has been edited by Mere_Duke: 17 February 2018 - 09:14 AM
Mere_Duke, on 17 February 2018 - 09:11 AM, said:
eshoot FIRELASER seta[RETURN].extra %value%
Mere_Duke, on 17 February 2018 - 09:11 AM, said:
shoot SHOTGUN shoot SHOTGUN shoot SHOTGUN ...
Mere_Duke, on 18 February 2018 - 08:28 AM, said:
This post has been edited by Mere_Duke: 18 February 2018 - 05:16 PM
Mere_Duke, on 18 February 2018 - 04:39 PM, said:
ifactioncount 3
{
resetactioncount
state dosomething
}
ifcount 12
{
resetcount
geta[].htg_t 3 TEMP6
ife TEMP6 3
state stepsnd
ife TEMP6 6
state stepsnd
}This post has been edited by Mere_Duke: 18 February 2018 - 07:03 PM
ifactioncount 1
{
resetactioncount
geta[].htg_t 3 TEMP4
ife TEMP4 3
sound GARGAN_STEP
ife TEMP4 6
sound GARGAN_STEP
}This post has been edited by Mere_Duke: 18 February 2018 - 07:29 PM
This post has been edited by Mere_Duke: 21 February 2018 - 07:53 AM
This post has been edited by Mark.: 21 February 2018 - 11:19 AM
This post has been edited by Mere_Duke: 21 February 2018 - 01:45 PM
Mere_Duke, on 21 February 2018 - 01:44 PM, said:
gamevar falltime 0 2
define FALLDAMAGETIME 24 // number of tics of falling before landing will hurt
define FALLDAMAGEMULT 3
state fallaction
// this is a placeholder state for changing the actor's action appropriately
// you will want to change the action to the falling action when falltime >= FALLDAMAGETIME
ends
state checkfall
ifg sprite[].zvel 0
{
add falltime 1
state fallaction
}
else
{
ifg falltime FALLDAMAGETIME
{
ifonwater
nullop
else
ifinwater
nullop
else
{
sub falltime FALLDAMAGETIME
mul falltime FALLDAMAGEMULT
seta[].htextra falltime
seta[].htpicnum KNEE
seta[].htowner THISACTOR
sound SQUISHED
guts JIBS6 4 // or whatever you want
}
}
set falltime 0
}
ends
This post has been edited by Mere_Duke: 21 February 2018 - 05:47 PM
This post has been edited by Mark.: 21 February 2018 - 06:14 PM
ifactor MYCULTISTGUY
{
// blah blah blah change the action
}
else
ifactor LIZTROOP
{
// blah blah blah change the action
}
// ... and so on
This post has been edited by Trooper Dan: 21 February 2018 - 06:17 PM