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: