Hendricks266, on 07 October 2018 - 11:31 AM, said:
Great idea! Before though? Wouldn't it desync if the randvar is different between two players right after it is set and used?
Hendricks266, on 07 October 2018 - 11:31 AM, said:
thisbecasper, on 07 October 2018 - 08:32 AM, said:
This post has been edited by Mark: 09 October 2018 - 11:49 AM
Mark, on 09 October 2018 - 11:48 AM, said:
Mark, on 09 October 2018 - 11:48 AM, said:
This post has been edited by Sanek: 09 October 2018 - 12:06 PM
This post has been edited by Fox: 09 October 2018 - 12:11 PM
define OFFICEWALL 7684 //office wall
define OFFICEWALLBR 7685 //office wall damaged
useractor notenemy OFFICEWALL
cstat 257
ifwasweapon RADIUSEXPLOSION
{
sound VENT_BUST
debris SCRAP1 4
cactor OFFICEWALLBR
}
damageeventtilerange 5879 5880
damageeventtilerange 6829 6843
damageeventtilerange 6876 6885
damageeventtilerange 6887 6890
damageeventtilerange 8497 8500
onevent EVENT_DAMAGEWALL
ife wall[RETURN].picnum BLUEBALLVEND
{ sound VENT_BUST sound GLASS_BREAKING lotsofglass 20 setw[RETURN].picnum BLUEBALLBROKE }
ife wall[RETURN].picnum SNACKVEND
{ sound VENT_BUST sound GLASS_BREAKING lotsofglass 20 setw[RETURN].picnum SNACKBROKE }
ife wall[RETURN].picnum 6829 setw[RETURN].picnum W_TECHWALL1
ife wall[RETURN].picnum 6832 setw[RETURN].picnum W_TECHWALL2
ife wall[RETURN].picnum 6835 setw[RETURN].picnum W_TECHWALL15
ife wall[RETURN].picnum 6838 setw[RETURN].picnum W_TECHWALL4
ife wall[RETURN].picnum 6841 setw[RETURN].picnum W_TECHWALL16
ifge wall[RETURN].picnum 6876 ifle wall[RETURN].picnum 6890
{
sound VENT_BUST sound GLASS_BREAKING lotsofglass 15 setw[RETURN].picnum 7445
}
ifge wall[RETURN].picnum 8497 ifle wall[RETURN].picnum 8500
{
sound VENT_BUST sound GLASS_BREAKING lotsofglass 15 setw[RETURN].picnum 7445
}
endevent
define OFFICEWALL1 7684
define OFFICEWALL1BR 7687
damageeventtilerange 7684 7686
onevent EVENT_DAMAGEWALL
{
ifwasweapon RADIUSEXPLOSION
ife wall[RETURN].picnum OFFICEWALL1
{ sound VENT_BUST sound GLASS_BREAKING lotsofglass 20 setw[RETURN].picnum OFFICEWALL1BR }
}
endevent
This post has been edited by conoklast: 16 October 2018 - 01:38 AM
Sanek, on 16 October 2018 - 02:04 AM, said:
Sanek, on 14 October 2018 - 03:45 AM, said:
Trooper Dan, on 16 October 2018 - 10:01 PM, said:
This post has been edited by Forge: 18 October 2018 - 02:02 PM
Forge, on 18 October 2018 - 02:00 PM, said:
useractor notenemy 3899 // wooden dummy intact
cstator 256
ifhitweapon
{ ifwasweapon KNEE strength 1 else { sound WOODBREAK shoot WOODSCRAP shoot WOODSCRAP strength 1 cactor 3900 } }
enda
useractor notenemy 3900 // wooden dummy half-broken
cstator 256
ifhitweapon
{
ifwasweapon KNEE strength 1 else
{ sound WOODBREAK shoot WOODSCRAP shoot WOODSCRAP shoot WOODSCRAP shoot WOODSCRAP shoot WOODSCRAP shoot WOODSCRAP killit } }
enda
Trooper Dan, on 19 October 2018 - 04:48 PM, said:
This post has been edited by thisbecasper: 22 October 2018 - 09:32 AM
Mark, on 25 October 2018 - 07:22 AM, said: