

onevent EVENT_LOOKDOWN setvar RETURN -1 ife player[].curr_weapon 8 // sniper rifle { ife USESCOPE 1 { setvar USESCOPE 0 addlogvar USESCOPE break } ife USESCOPE 0 { setvar USESCOPE 1 addlogvar USESCOPE break } } endevent
This post has been edited by jimbob: 17 July 2022 - 12:53 PM
This post has been edited by VGames: 18 July 2022 - 07:55 AM
onevent EVENT_EGS ifactor YOURACTOR { geta[].z z, sub z 5120, randvar TEMP2 64 subvarvar z TEMP2 seta[].z z } endevent
This post has been edited by jimbob: 18 July 2022 - 07:54 AM
ifactor MYACTOR { // Calculate horizontal spread getactor[THISACTOR].ang TEMP addvar TEMP 16 randvar TEMP2 32 subvarvar TEMP TEMP2 setactor[THISACTOR].ang TEMP // Calculate vertical spread getactor[THISACTOR].zvel TEMP addvar TEMP 256 randvar TEMP2 512 subvarvar TEMP TEMP2 setactor[THISACTOR].zvel TEMP }
jimbob, on 18 July 2022 - 10:05 AM, said:
ifactor MYACTOR { // Calculate horizontal spread getactor[THISACTOR].ang TEMP addvar TEMP 16 randvar TEMP2 32 subvarvar TEMP TEMP2 setactor[THISACTOR].ang TEMP // Calculate vertical spread getactor[THISACTOR].zvel TEMP addvar TEMP 256 randvar TEMP2 512 subvarvar TEMP TEMP2 setactor[THISACTOR].zvel TEMP }
This post has been edited by VGames: 18 July 2022 - 10:58 AM
This post has been edited by quakis: 18 July 2022 - 01:12 PM
jimbob, on 18 July 2022 - 10:05 AM, said:
ifactor MYACTOR { // Calculate horizontal spread getactor[THISACTOR].ang TEMP addvar TEMP 16 randvar TEMP2 32 subvarvar TEMP TEMP2 setactor[THISACTOR].ang TEMP // Calculate vertical spread getactor[THISACTOR].zvel TEMP addvar TEMP 256 randvar TEMP2 512 subvarvar TEMP TEMP2 setactor[THISACTOR].zvel TEMP }
jimbob, on 18 July 2022 - 07:53 AM, said:
onevent EVENT_EGS ifactor YOURACTOR { geta[].z z, sub z 5120, randvar TEMP2 64 subvarvar z TEMP2 seta[].z z } endevent
ifactor MISSILE1 { geta[].z z, sub z 5120, randvar TEMP3 64 subvarvar z TEMP3 seta[].z z }
Danukem, on 16 July 2022 - 01:27 AM, 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
VGames, on 18 July 2022 - 08:33 PM, said:
Danukem, on 19 July 2022 - 02:28 AM, said:
/* // Proximity Activator // LOTAG = Matching Activator LOTAG // HITAG = Activation radius in units // PAL = Require keycard, 1 = Blue, 2 = Red, 7 = Yellow, 6 = ALL 3 */ appendevent EVENT_LOADACTOR { ife sprite[].picnum PROXIMITYACTIVATOR { seta .cstat 32768 geta .pal ACTORPATH seta .pal 0 geta .lotag ACTORSPAWN seta .lotag 0 // Set minimum range to 128 units, to prevent 0 distance weirdness geta .hitag ACTORSEARCHRANGE clamp ACTORSEARCHRANGE 128 MAXINT seta .hitag 0 // Start sector locked gets .lotag ACTORTEMP add ACTORTEMP 16384 sets .lotag ACTORTEMP } } endevent defstate proximity_activate { ife ACTORPATH 0 operateactivators ACTORSPAWN 0 else { ife ACTORPATH 1 { ifand player[].got_access 1 //blue operateactivators ACTORSPAWN 0 } else ife ACTORPATH 2 { ifand player[].got_access 2 //red operateactivators ACTORSPAWN 0 } else ife ACTORPATH 7 { ifand player[].got_access 4 //yellow operateactivators ACTORSPAWN 0 } else ife ACTORPATH 6 { ifand player[].got_access 1 ifand player[].got_access 2 ifand player[].got_access 4 //all operateactivators ACTORSPAWN 0 } } } ends useractor notenemy PROXIMITYACTIVATOR { sleeptime 300 getu .vm_distance ACTORCHECK2 ifl ACTORCHECK2 ACTORSEARCHRANGE { ife ACTORNEAR FALSE { set ACTORNEAR TRUE state proximity_activate } } else { ife ACTORNEAR TRUE { set ACTORNEAR FALSE state proximity_activate } } } enda
This post has been edited by Reaper_Man: 19 July 2022 - 03:19 PM
Danukem, on 19 July 2022 - 07:55 PM, said:
Danukem, on 20 July 2022 - 02:22 AM, said:
This post has been edited by VGames: 20 July 2022 - 04:25 AM
This post has been edited by VGames: 21 July 2022 - 08:09 AM
VGames, on 21 July 2022 - 08:08 AM, said: