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
}
endeventThis post has been edited by Reaper_Man: 25 July 2022 - 10:54 AM