ifai 0
ai AIBOSS4LAYEGGS
is replaced with
ifai 0
{
ai AIBOSS4LAYEGGS
globalsound BOS4_RECOG
}
Everything not being replaced, including the lines that immediately follow, remain as before.
ifai 0
ai AIBOSS4LAYEGGS
ifai 0
{
ai AIBOSS4LAYEGGS
globalsound BOS4_RECOG
}
state boss4code
ifai 0
ai AIBOSS4LAYEGGS
else
ifaction BOSS4FLINTCH
{
ifactioncount 3
ai AIBOSS4LAYEGGS
}
else
ifai AIBOSS4LAYEGGS
state boss4layeggs
else
ifai AIBOSS4SHOOT
state boss4shootstate
ifai AIBOSS4DYING
state boss4dyingstate
else
{
ifhitweapon
state checkboss4hitstate
else
ifp palive
ifpdistl 1280
{
addphealth -1000
palfrom 63 63
}
}
ends
state boss4code
ifai 0
{
ai AIBOSS4LAYEGGS
globalsound BOS4_RECOG
}
else
ifaction BOSS4FLINTCH
{
ifactioncount 3
ai AIBOSS4LAYEGGS
}
else
ifai AIBOSS4LAYEGGS
state boss4layeggs
else
ifai AIBOSS4SHOOT
state boss4shootstate
ifai AIBOSS4DYING
state boss4dyingstate
else
{
ifhitweapon
state checkboss4hitstate
else
ifp palive
ifpdistl 1280
{
addphealth -1000
palfrom 63 63
}
}
ends
Trooper Dan, on 07 November 2018 - 03:38 AM, said:
conoklast, on 03 December 2018 - 03:10 AM, said:
Trooper Dan, on 02 December 2018 - 10:42 PM, said:
state newbeastcode
state checksquished
ifai 0
{
cstator 257
ai AINEWBEASTGETENEMY
}
else
ifaction ANEWBEASTLYINGDEAD
{
fall
state newbeastdyingstate
break
}
else
ifaction ANEWBEASTFROZEN
{
ifcount THAWTIME
{
ai AINEWBEASTGETENEMY
spritepal 0
}
else
ifcount FROZENDRIPTIME
{
ifactioncount 26
{
spawn WATERDRIP
resetactioncount
}
}
ifhitweapon
{
ifwasweapon FREEZEBLAST
{
strength 0
break
}
addkills 1
ifrnd 84
spawn BLOODPOOL
lotsofglass 60
sound GLASS_BREAKING
killit
}
ifp pfacing
ifpdistl FROZENQUICKKICKDIST
pkick
break
}
else
ifai AINEWBEASTJUMPENEMY
state newbeastjumpstate
else
{
fall
ifai AINEWBEASTGETENEMY
state newbeastseekstate
else
ifai AINEWBEASTCHARGEENEMY
state newbeastseekstate
else
ifai AINEWBEASTFLINTCH
{
ifcount 8
ai AINEWBEASTGETENEMY
}
else
ifai AINEWBEASTDODGE
state newbeastdodgestate
else
ifai AINEWBEASTSCRATCHENEMY
state newbeastscratchstate
else
ifai AINEWBEASTFLEENEMY
state newbeastfleestate
else
ifai AINEWBEASTTHINK
state newbeastthinkstate
/*
else
ifai AINEWBEASTSHRUNK
state newbeastshrunkstate
*/
else
ifai AINEWBEASTGROW
state genericgrowcode
else
ifai AINEWBEASTDYING
state newbeastdyingstate
else
ifai AINEWBEASTSHOOT
{
ifp pshrunk
ai AINEWBEASTGETENEMY
else
ifcount 26
ai AINEWBEASTGETENEMY
else
ifcount 25
shoot SHRINKER
else
{
ifcount 5
nullop
else
ifcount 4
sound NEWBEAST_SPIT
}
}
}
ifhitweapon
state checknewbeasthit
ends
This post has been edited by Mav3r1ck: 03 December 2018 - 03:09 PM
Mav3r1ck, on 03 December 2018 - 01:57 PM, said:
Trooper Dan, on 03 December 2018 - 04:40 AM, said:
gamevar TEMP 0 0 actor MONEY 1 LEAFFALL 0 0 getactor[THISACTOR].mdflags TEMP orvar TEMP 16 setactor[THISACTOR].mdflags TEMP
define LEAF1 7642 useractor notenemy LEAF1 cstator 2305 ifaction 0 action LEAFFALL enda action LEAFFALL 0 6 1 1 1 // my leaf sprite has 6 frames of animation
damageeventtilerange 7653 7655 //
onevent EVENT_DAMAGEWALL
ife wall[RETURN].picnum FOLIAGE1
{ money 7
gettspr[MONEY].tsprcstat TEMP
ifvarand TEMP 2
xorvar TEMP 2
settspr[LEAF1].tsprcstat TEMP }
endevent This post has been edited by conoklast: 04 December 2018 - 12:15 AM
gamevar HACKTIME 0 0
gamevar spriteid 0 0
define LEAF1 7642
damageeventtilerange 7653 7655
onevent EVENT_DAMAGEWALL
ife wall[RETURN].picnum FOLIAGE1
{
set HACKTIME YES
money 7
set HACKTIME NO
}
endevent
appendevent EVENT_EGS
ifactor MONEY
ife HACKTIME YES
seta[].mdflags 16
endevent
appendevent EVENT_ANIMATESPRITES
gettspr[].tsprowner spriteid
ife sprite[spriteid].picnum MONEY settspr[].tsprpicnum LEAF1
endevent
This post has been edited by conoklast: 04 December 2018 - 03:51 AM
conoklast, on 04 December 2018 - 03:46 AM, said:
Trooper Dan, on 04 December 2018 - 04:28 AM, said:
conoklast, on 04 December 2018 - 12:31 PM, said:
Mav3r1ck, on 05 December 2018 - 04:49 PM, said:
Mav3r1ck, on 05 December 2018 - 04:49 PM, said:
This post has been edited by Trooper Dan: 05 December 2018 - 05:26 PM
Trooper Dan, on 05 December 2018 - 05:16 PM, said:
Trooper Dan, on 05 December 2018 - 05:16 PM, said:
ifwasweapon RPG
{
sound PRED_DYING
sound SQUISHED
state troop_body_jibs
state standard_jibs
cstat 0
iffloordistl 8
sound THUD
ifrnd 64
spawn BLOODPOOL
state rf
strength 0
move TROOPSTOPPED
action ATROOPDEAD
cstator 32768
Trooper Dan, on 06 December 2018 - 02:47 AM, said:
Trooper Dan, on 06 December 2018 - 02:47 AM, said:
state standard_jibs
guts JIBS2 4
guts JIBS3 8
guts JIBS4 12
guts JIBS5 8
guts JIBS6 12
ifrnd 6
{
guts JIBS1 1
spawn BLOODPOOL
} // a badly drawn spine
state jib_sounds
ends
This post has been edited by Mav3r1ck: 06 December 2018 - 04:15 PM
Mav3r1ck, on 06 December 2018 - 04:08 PM, said:
This post has been edited by Mark: 16 December 2018 - 04:37 PM
onevent EVENT_ANALYZESPRITES
for i drawnsprites {
// set any property of tsprite[] has no effect :-(
set tsprite[i].shade -64
}
endevent
This post has been edited by Mr. Alias Nameless: 10 January 2019 - 06:22 AM
Trooper Dan, on 16 December 2018 - 05:27 PM, said:
Compiling: GAME.CON (161162 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45661 bytes)
Including: g.def (38 bytes)
g.def: At top level:
g.def:1: error: parameter `{' is undefined.
g.def:1: error: found more `}' than `{'.
GAME.CON: In state `setwinner':
GAME.CON:69: error: found more `}' than `{'.
This post has been edited by thisbecasper: 12 January 2019 - 12:39 PM
Mark, on 12 January 2019 - 02:56 PM, said:
music 1 stalker.mid GRABBAG.mid streets.mid watrwld1.mid snake1.mid
thecall.mid ahgeez.mid GRABBAG.mid streets.mid watrwld1.mid snake1.mid
music 1 GRABBAG.mid dethtoll.mid streets.mid watrwld1.mid snake1.mid
thecall.mid ahgeez.mid dethtoll.mid streets.mid watrwld1.mid snake1.mid
thisbecasper, on 12 January 2019 - 05:47 PM, said:
Trooper Dan, on 12 January 2019 - 05:55 PM, said:
state regulatemaxhealth getplayer[THISACTOR].frag tempone getplayer[THISACTOR].fraggedself temptwo subvarvar tempone temptwo //actual amount of kills setvarvar tempthree maxscore //maxscore is leading player's score and is working correctly subvarvar tempthree tempone //Difference between your score and the leader's mulvar tempthree 5 addvar tempthree 100 setplayer[THISACTOR].max_player_health tempthree // It's actually not this line that causes the desync ends
This post has been edited by thisbecasper: 12 January 2019 - 06:32 PM