Danukem, on 26 February 2021 - 02:42 PM, said:
This is the first time i'll be altering the actual inventory functionallity, got to think of some other things aswell, maybe landmines for an incomming atack wave.
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
Danukem, on 05 March 2021 - 11:35 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
action RECORDTRACK1 0 1 1 1 8
action RECORDTRACK2 0 1 1 1 8
action RECORDTRACK3 0 1 1 1 8
action RECORDTRACK4 0 1 1 1 8
action RECORDSTOPPED 0 1 1 1 8
move RECORDSPINNING 0 0
move RECORDSTOPSPINNING 0 0
useractor notenemy RECORDS 0 RECORDTRACK1
ifaction RECORDTRACK1
{
soundonce BONUSMUSIC
move RECORDSPINNING spin
// ifactioncount 8 action RECORDTRACK1
ifpdistl 2048
ifp palive
ifcansee
ifhitspace
{
ifactioncount 4
action RECORDSTOPPED
}
}
else
ifaction RECORDSTOPPED
{
move RECORDSTOPPED stopsound BONUSMUSIC
ifpdistl 2048
ifp palive
ifcansee
ifhitspace
{
ifactioncount 4
action RECORDTRACK1
}
}
enda
This post has been edited by jimbob: 05 March 2021 - 12:52 PM
This post has been edited by jimbob: 16 March 2021 - 05:19 PM
Danukem, on 16 March 2021 - 05:47 PM, said:
This post has been edited by jimbob: 17 March 2021 - 12:12 AM
Danukem, on 17 March 2021 - 01:18 AM, said:
onevent EVENT_DISPLAYREST // rezise ammo health and inventory box. switch sprite[spriteid].picnum case HEALTHBOX gettspr[].tsprxrepeat x div x 2 gettspr[].tsprxrepeat y div y 2 settspr[].tsprxrepeat x settspr[].tspryrepeat y break endswitch // resize hud icons endevent
This post has been edited by jimbob: 21 March 2021 - 12:49 PM
Danukem, on 21 March 2021 - 02:52 PM, said:
oasiz, on 29 March 2021 - 12:45 PM, said: