Reaper_Man, on 21 July 2022 - 09:39 AM, said:
That’ll help a lot. Wasn’t sure where to put this thanks.
Also what’s that old command to make the screen go white for nuke explosions? I can’t remember or find it.
Reaper_Man, on 21 July 2022 - 09:39 AM, said:
This post has been edited by VGames: 21 July 2022 - 09:51 AM
VGames, on 20 July 2022 - 04:24 AM, said:
Danukem, on 21 July 2022 - 11:31 AM, said:
This post has been edited by VGames: 21 July 2022 - 12:27 PM
VGames, on 21 July 2022 - 12:07 PM, said:
Danukem, on 16 July 2022 - 01:27 AM, said:
ifwasweapon EGGPROJ add poison 150Again, that goes *inside* the ifhitweapon code block.
Sangman, on 21 July 2022 - 01:26 PM, said:
Quote
Reaper_Man, on 21 July 2022 - 06:01 PM, said:
This post has been edited by VGames: 21 July 2022 - 06:19 PM
VGames, on 21 July 2022 - 08:55 PM, said:
defineprojectile EGGJIBPROJ PROJ_WORKSLIKE 6286 defineprojectile EGGJIBPROJ PROJ_EXTRA 0 defineprojectile EGGJIBPROJ PROJ_TRAIL JIBS6 defineprojectile EGGJIBPROJ PROJ_SPAWNS EGGJIBGROUND defineprojectile EGGJIBPROJ PROJ_HITRADIUS 0 defineprojectile EGGJIBPROJ PROJ_VEL 160 defineprojectile EGGJIBPROJ PROJ_XREPEAT 40 defineprojectile EGGJIBPROJ PROJ_YREPEAT 40 defineprojectile EGGJIBPROJ PROJ_DROP -160 defineprojectile EGGJIBPROJ PROJ_BOUNCES 2 defineprojectile EGGJIBPROJ PROJ_ISOUND -1 defineprojectile EGGJIBPROJ PROJ_BSOUND PL_SQUISH2 defineprojectile EGGJIBPROJ PROJ_CSTAT 128 defineprojectile EGGJIBPROJ PROJ_OFFSET -160
VGames, on 21 July 2022 - 08:55 PM, said:
define JIBS6 2286 state event_game_6 switch sprite[THISACTOR].picnum case JIBS1 case JIBS2 case JIBS3 case JIBS4 case JIBS5 case JIBS6 case HEADJIB1 case ARMJIB1 case LEGJIB1 case LIZMANHEAD1 case LIZMANARM1 case LIZMANLEG1 case DUKETORSO case DUKEGUN case DUKELEG case BLOODSPLAT1 case BLOODSPLAT2 case BLOODSPLAT3 case BLOODSPLAT4 ifvare LOAD 0 spritepal 0 break endswitch ends state event_game_8 ifactor JIBS6 ifspawnedby SHOTSPARK1 { getactorvar[OWNER].OWNER ATEMP ifvarn sprite[ATEMP].statnum MAXSTATUS ifvare sprite[ATEMP].picnum APLAYER killit } ifactor SHOTSPARK1 ifvare LOAD 0 ifvarg sprite[THISACTOR].htg_t 8 -1 { getactor[THISACTOR].htg_t 8 ATEMP switch sprite[ATEMP].picnum case NEWBEAST case NEWBEASTSTAYPUT case NEWBEASTJUMP case NEWBEASTHANG case NEWBEASTHANGDEAD espawn JIBS6 ifvare sprite[ATEMP].pal 6 setactor[RETURN].pal 6 getactor[RETURN].z Z addvar Z 1024 setsprite RETURN sprite[THISACTOR].x sprite[THISACTOR].y Z setactor[RETURN].xvel 16 setactor[RETURN].xrepeat 24 setactor[RETURN].yrepeat 24 randvar ANG -63 addvar ANG 32 addvarvar ANG sprite[RETURN].ang setactor[RETURN].ang ANG break endswitch } ends onevent EVENT_GAME state event_game_6 state event_game_8 endevent
VGames, on 22 July 2022 - 06:51 AM, said:
Danukem, on 22 July 2022 - 11:27 AM, said:
Reaper_Man, on 22 July 2022 - 01:14 PM, said:
WEAPON11_CLIP 0 WEAPON11_RELOAD 0 WEAPON11_FIREDELAY 3 WEAPON11_TOTALTIME 5 WEAPON11_HOLDDELAY 0 WEAPON11_FLAGS 2 WEAPON11_SHOOTS 2448 WEAPON11_SPAWNTIME 0 WEAPON11_SPAWN 0 WEAPON11_SHOTSPERBURST 0 WEAPON11_WORKSLIKE 11 WEAPON11_INITIALSOUND 0 WEAPON11_FIRESOUND 388 WEAPON11_SOUND2TIME 0 WEAPON11_SOUND2SOUND 0 WEAPON11_RELOADSOUND1 4 WEAPON11_RELOADSOUND2 5 WEAPON11_SELECTSOUND 219 WEAPON11_FLASHCOLOR 1324248
This post has been edited by Reaper_Man: 22 July 2022 - 05:45 PM
Reaper_Man, on 22 July 2022 - 07:24 PM, said:
Reaper_Man, on 23 July 2022 - 06:59 AM, said:
This post has been edited by jimbob: 23 July 2022 - 03:03 PM
jimbob, on 23 July 2022 - 03:02 PM, said:
This post has been edited by VGames: 25 July 2022 - 05:57 AM
appendevent EVENT_SPAWN { switch sprite[].picnum { case PIGCOP case PIGCOPDIVE case PIGCOPSTAYPUT case LIZMAN // and so on... seta .pal 0 break } endswitch } endevent
This post has been edited by Reaper_Man: 25 July 2022 - 10:54 AM