thisbecasper, on 19 February 2021 - 10:41 AM, said:
Is it possible to know what weapon is hitting you/killed you? For example, if SHOTSPARK1 kills me, can I determine in some way whether it was the pistol, shotgun or chaingun?
thisbecasper, on 19 February 2021 - 10:41 AM, said:
thisbecasper, on 21 February 2021 - 03:07 PM, said:
Danukem, on 22 February 2021 - 03:00 AM, said:
onevent EVENT_GAME { ifactor SHOTSPARK1 { getactor[THISACTOR].yvel tempone addlogvar tempone } endevent //output CONLOGVAR: L=1165 tempone (Global) =2595 CONLOGVAR: L=1165 tempone (Global) =2595 CONLOGVAR: L=1165 tempone (Global) =2595 CONLOGVAR: L=1165 tempone (Global) =2595 CONLOGVAR: L=1165 tempone (Global) =2595 CONLOGVAR: L=1165 tempone (Global) =2595 CONLOGVAR: L=1165 tempone (Global) =2595
thisbecasper, on 13 February 2021 - 09:45 AM, said:
This post has been edited by thisbecasper: 22 February 2021 - 01:04 PM
thisbecasper, on 22 February 2021 - 01:03 PM, said:
jimbob, on 22 February 2021 - 11:11 AM, said:
Danukem, on 22 February 2021 - 04:38 PM, said:
This post has been edited by thisbecasper: 23 February 2021 - 04:24 AM
gamevar xydist 0 0 appendevent EVENT_EGS ifactor EXPLOSION2 ife sprite[player[].i].htpicnum RADIUSEXPLOSION { findplayer xydist ifspawnedby HEAVYHBOMB ifle xydist PIPEBOMBRADIUS seta[player[].i].htpicnum HEAVYHBOMB ifspawnedby TRIPBOMB ifle xydist TRIPBOMBBLASTRADIUS seta[player[].i].htpicnum TRIPBOMB } endevent
Danukem, on 23 February 2021 - 11:37 AM, said:
gamevar xydist 0 0 appendevent EVENT_EGS ifactor EXPLOSION2 ife sprite[player[].i].htpicnum RADIUSEXPLOSION { findplayer xydist ifspawnedby HEAVYHBOMB ifle xydist PIPEBOMBRADIUS seta[player[].i].htpicnum HEAVYHBOMB ifspawnedby TRIPBOMB ifle xydist TRIPBOMBBLASTRADIUS seta[player[].i].htpicnum TRIPBOMB } endevent
This post has been edited by thisbecasper: 24 February 2021 - 03:18 PM
jimbob, on 26 February 2021 - 11:33 AM, said:
jimbob, on 26 February 2021 - 12:15 PM, said:
Danukem, on 26 February 2021 - 02:42 PM, said:
This post has been edited by jimbob: 27 February 2021 - 01:01 PM
Danukem, on 28 February 2021 - 10:44 AM, said:
This post has been edited by jimbob: 28 February 2021 - 02:41 PM
action USMORTARFIRE 0 1 1 1 8 action USMORTARLOADING 0 1 1 1 16 useractor notenemy USMORTARSPAWN 0 USMORTARLOADING cstat 32768 ifaction USMORTARFIRE ifcount 300 killit { ifactioncount 2 { move 0 0 randomangle spawn USMORTARLINE resetactioncount } } ifaction USMORTARLOADING ifactioncount 120 // when done loading, fire away { action USMORTARFIRE // the firing state } enda
action USMORTARFIRE 0 1 1 1 16 action USMORTARLOADING 0 1 1 1 16 useractor notenemy USMORTARSPAWN 0 USMORTARLOADING cstat 32768 ifaction USMORTARFIRE ifcount 150 killit { ifactioncount 2 { move 0 0 randomangle ifrnd 64 spawn USMORTARLINE ifactioncount 40 killit } } ifaction USMORTARLOADING ifactioncount 120 // when done loading, fire away { action USMORTARFIRE // the firing state } enda
This post has been edited by jimbob: 01 March 2021 - 01:29 PM
jimbob, on 03 March 2021 - 01:47 PM, said:
jimbob, on 04 March 2021 - 08:06 AM, said:
jimbob, on 05 March 2021 - 04:15 AM, said:
useractor notenemy RECORD1 0 ife RECORD1UNLOCK YES { cstat 32 ifp palive ifp pfacing ifpdistl 1280 ifhitspace ifcansee { stopsound REC2SOUND stopsound REC3SOUND soundonce REC1SOUND } enda