useractor notenemy FENCE1 cstat 17 enda
this blocks the player from walking through it, but lets the bullets pass through.
for some strange reason, userart always blocks hitscan and projectiles unless you specifically change the cstat.
useractor notenemy FENCE1 cstat 17 enda
This post has been edited by jimbob: 23 June 2022 - 12:07 PM
Danukem, on 23 June 2022 - 12:03 PM, said:
This post has been edited by Seb Luca: 23 June 2022 - 12:33 PM
jimbob, on 23 June 2022 - 12:04 PM, said:
useractor notenemy FENCE1 cstat 17 enda
Danukem, on 22 June 2022 - 08:30 PM, said:
gamevar sleeping NO 2 // note that NO and YES are normally defined as 0 and 1 in DEFS.CON
onevent EVENT_GAME
switch sprite[].picnum
case MYENEMY
ife sprite[].statnum 2 set sleeping YES
break
// presumably you will want other cases...
endswitch
endevent
// then elsewhere...
useractor enemy MYENEMY MYENEMYHP
// lotsa code blah blah blah
ife sleeping YES
ifg sprite[].extra 0
{
sound MYRECOGSOUND
set sleeping NO
}
enda
spriteflags myghost yyyy //unrendered noclipping
useractor myactor
ifvare temp1 0 //var indicating was asleep
{
sound myactor_recog
spawn myghost
setvar temp1 1
}
ifdead
{myghost}.killit //parent kills spawned sprite
enda
useractor myghost
ifcount 256
{
ife {myactor}sprite[].statnum 2 //spawned sprite checks parent's statnum
{
setvar {myactor}temp1 0 //spawned sprite sets parent's var indicating was sleep
killit
}
else
resetcount
}
enda
lllllllllllllll, on 23 June 2022 - 09:13 PM, said:
onevent EVENT_GAME
switch sprite[].picnum
case MYENEMY
ife sprite[].statnum 2 set sleeping YES
break
default
geta[].htflags RETURN
orvar RETURN 128
seta[].htflags RETURN
break
endswitch
endevent
ifl sprite[].httimetosleep sleeptime sound MYRECOG geta[].httimetosleep sleeptime
Danukem, on 23 June 2022 - 11:09 PM, said:
ifl sprite[].httimetosleep sleeptime sound MYRECOG geta[].httimetosleep sleeptime
useractor myactor
ife sprite[].httimetosleep 0
sound MYRECOG
enda
useractor myactor
ifvare temp1 0
{
sound MYRECOG
setvar temp1 1
}
else
ife sprite[].httimetosleep 0
sound MYRECOG
enda
useractor myactor
ifvare temp1 1
{
ife sprite[].httimetosleep 0
sound MYRECOG
}
else
{
sound MYRECOG
setvar temp1 1
}
enda
useractor myenemy
ifvare temp1 0
{
sound MYRECOG
setvar temp1 1
}
else
ifvare temp1 1
{
ifcount 64
setvar temp1 2
}
else
ife sprite[].httimetosleep 0
sound MYRECOG
state actorcode
enda
This post has been edited by Mark: 03 July 2022 - 01:50 PM
dandouglas, on 03 July 2022 - 11:01 AM, said:
Danukem, on 03 July 2022 - 03:26 PM, said:
dandouglas, on 05 July 2022 - 12:09 PM, said:
Danukem, on 05 July 2022 - 02:48 PM, said:
jimbob, on 07 July 2022 - 08:01 AM, said:
This post has been edited by jimbob: 08 July 2022 - 07:27 AM
jimbob, on 08 July 2022 - 07:19 AM, said:
onevent EVENT_DRAWWEAPON
ifvare currentweapon 1
{
setvar RETURN -1
ifvare LUGERSELECTED 1
{ state luger_display }
else
{ state draw_pistol }
}
ifvare currentweapon 2
{
setvar RETURN -1
state mp40_display
}
ifvare currentweapon 3
{
setvar RETURN -1
state thompson_display
}
ifvare currentweapon 4
{
setvar RETURN -1
state bazooka_display
}
ifvare currentweapon 6
{
setvar RETURN -1
state flamethrower_display
ifsound FTFIRE { stopactorsound APLAYER FTIDLE }
else soundonce FTIDLE
}
ifvare currentweapon 7
{
setvar RETURN -1
state MG42_display
}
ife currentweapon 8 // ifvare currentweapon 8
{
setvar RETURN -1
state k98_display
}
ifvare currentweapon 9
{
setvar RETURN -1
state garand_display
}
ifvare currentweapon 11
{
setvar RETURN -1
state greaser_display
}
endevent
This post has been edited by jimbob: 09 July 2022 - 03:11 PM
This post has been edited by jimbob: 10 July 2022 - 04:36 PM
state flamethrower_display
switch weaponcount
case 0
ifinwater nullop else
{
setvar digz 32768
setvar digx 175 // was 150
setvar digy 200
setvar shade -127
setvar picnum 3864 // flame!
// setvar orientation 33
state initweapondisplay
rotatesprite digx digy digz angvar picnum shade pal 1 0 0 xdim ydim
}
// break
setvar digz 32768
setvar digx 240
setvar digy 250
setvar picnum 3863
setvar orientation 0
state initweapondisplay
rotatesprite digx digy digz angvar picnum shade pal orientation 0 0 xdim ydim
break
// fire
case 1 case 2
ifinwater nullop else
{
setvar digz 32768
setvar digx 170
setvar digy 215
setvar shade -127
setvar picnum 5552 // flame
// setvar orientation 33
state initweapondisplay
rotatesprite digx digy digz -192 picnum shade pal orientation 0 0 xdim ydim
}
// break
setvar digz 32768
setvar digx 240
setvar digy 260
setvar picnum 3868
setvar orientation 0
state initweapondisplay
rotatesprite digx digy digz angvar picnum shade pal orientation 0 0 xdim ydim
break
case 3 case 4
ifinwater nullop else
{
setvar digz 32768
setvar digx 170
setvar digy 215
setvar shade -127
setvar picnum 5553 // flame
// setvar orientation 33
state initweapondisplay
rotatesprite digx digy digz -192 picnum shade pal orientation 0 0 xdim ydim
}
// break
setvar digz 32768
setvar digx 240
setvar digy 260
setvar picnum 3868
setvar orientation 0
state initweapondisplay
rotatesprite digx digy digz angvar picnum shade pal orientation 0 0 xdim ydim
break
case 5 case 6
ifinwater nullop else
{
setvar digz 32768
setvar digx 170
setvar digy 215
setvar shade -127
setvar picnum 5554 // flame
// setvar orientation 33
state initweapondisplay
rotatesprite digx digy digz -192 picnum shade pal orientation 0 0 xdim ydim
}
// break
setvar digz 32768
setvar digx 240
setvar digy 260
setvar picnum 3868
setvar orientation 0
state initweapondisplay
rotatesprite digx digy digz angvar picnum shade pal orientation 0 0 xdim ydim
break
case 7 case 8
ifinwater nullop else
{
setvar digz 32768
setvar digx 170
setvar digy 215
setvar shade -127
setvar picnum 5555 // flame
// setvar orientation 33
state initweapondisplay
rotatesprite digx digy digz -192 picnum shade pal orientation 0 0 xdim ydim
}
// break
setvar digz 32768
setvar digx 240
setvar digy 260
setvar picnum 3868
setvar orientation 0
state initweapondisplay
rotatesprite digx digy digz angvar picnum shade pal orientation 0 0 xdim ydim
break
case 9 case 10
ifinwater nullop else
{
setvar digz 32768
setvar digx 170
setvar digy 215
setvar shade -127
setvar picnum 5556 // flame
// setvar orientation 33
state initweapondisplay
rotatesprite digx digy digz -192 picnum shade pal orientation 0 0 xdim ydim
}
// break
setvar digz 32768
setvar digx 240
setvar digy 260
setvar picnum 3868
setvar orientation 0
state initweapondisplay
rotatesprite digx digy digz angvar picnum shade pal orientation 0 0 xdim ydim
break
case 11 case 12
ifinwater nullop else
{
setvar digz 32768
setvar digx 170
setvar digy 215
setvar shade -127
setvar picnum 5557 // flame
// setvar orientation 33
state initweapondisplay
rotatesprite digx digy digz -192 picnum shade pal orientation 0 0 xdim ydim
}
// break
setvar digz 32768
setvar digx 240
setvar digy 260
setvar picnum 3868
setvar orientation 0
state initweapondisplay
rotatesprite digx digy digz angvar picnum shade pal orientation 0 0 xdim ydim
case 13 case 14
ifinwater nullop else
{
setvar digz 32768
setvar digx 170
setvar digy 215
setvar shade -127
setvar picnum 5558 // flame
// setvar orientation 33
state initweapondisplay
rotatesprite digx digy digz -192 picnum shade pal orientation 0 0 xdim ydim
}
// break
setvar digz 32768
setvar digx 240
setvar digy 260
setvar picnum 3868
setvar orientation 0
state initweapondisplay
rotatesprite digx digy digz angvar picnum shade pal orientation 0 0 xdim ydim
break
case 15 case 16
ifinwater nullop else
{
setvar digz 32768
setvar digx 170
setvar digy 215
setvar shade -127
setvar picnum 5559 // flame
// setvar orientation 33
state initweapondisplay
rotatesprite digx digy digz -192 picnum shade pal orientation 0 0 xdim ydim
}
// break
setvar digz 32768
setvar digx 240
setvar digy 260
setvar picnum 3868
setvar orientation 0
state initweapondisplay
rotatesprite digx digy digz angvar picnum shade pal orientation 0 0 xdim ydim
break
case 17 case 18
ifinwater nullop else
{
setvar digz 32768
setvar digx 170
setvar digy 215
setvar shade -127
setvar picnum 5560 // flame
// setvar orientation 33
state initweapondisplay
rotatesprite digx digy digz -192 picnum shade pal orientation 0 0 xdim ydim
}
// break
setvar digz 32768
setvar digx 240
setvar digy 260
setvar picnum 3868
setvar orientation 0
state initweapondisplay
rotatesprite digx digy digz angvar picnum shade pal orientation 0 0 xdim ydim
break
case 19 case 20
ifinwater nullop else
{
setvar digz 32768
setvar digx 170
setvar digy 215
setvar shade -127
setvar picnum 5561 // flame
// setvar orientation 33
state initweapondisplay
rotatesprite digx digy digz -192 picnum shade pal orientation 0 0 xdim ydim
}
// break
setvar digz 32768
setvar digx 240
setvar digy 260
setvar picnum 3868
setvar orientation 0
state initweapondisplay
rotatesprite digx digy digz angvar picnum shade pal orientation 0 0 xdim ydim
break
case 21 case 22
ifinwater nullop else
{
setvar digz 32768
setvar digx 170
setvar digy 215
setvar shade -127
setvar picnum 5562 // flame
// setvar orientation 33
state initweapondisplay
rotatesprite digx digy digz -192 picnum shade pal orientation 0 0 xdim ydim
}
// break
setvar digz 32768
setvar digx 240
setvar digy 260
setvar picnum 3868
setvar orientation 0
state initweapondisplay
rotatesprite digx digy digz angvar picnum shade pal orientation 0 0 xdim ydim
break
endswitch
ends
// end flamethrower
This post has been edited by jimbob: 11 July 2022 - 08:27 AM
jimbob, on 11 July 2022 - 06:59 AM, said:
dandouglas, on 15 July 2022 - 11:51 PM, said:
gamevar poison 0 2
ifwasweapon EGGPROJ add poison 150Again, that goes *inside* the ifhitweapon code block.
defstate newmoncode
ifg poison 0
{
sub poison 1
ifrnd 64
ife sprite[].htextra -1
{
seta[].htextra 1
seta[].htowner player[].i
seta[].htpicnum KNEE
// spawn some custom actor here that looks like puke or poison smoke or something
}
}
ends