Reaper_Man, on 22 November 2022 - 06:04 AM, said:
Yeah I guess I could do that instead. Good idea.
Reaper_Man, on 22 November 2022 - 06:04 AM, said:
lllllllllllllll, on 22 November 2022 - 10:01 PM, said:
actor EFFECTORBOOTLEG
ifhitweapon
ifwasweapon RADIUSEXPLOSION
{
<operate>
killit
}
enda
operatemasterswitches sprite[].lotag
operatemasterswitches sprite[].hitag
operatemasterswitches 130
operateactivators sprite[].lotag //masterswitch swapped to activator on map
operateactivators sprite[].hitag
operateactivators 130 THISACTOR
operateactivators 130 0
operateactivators 130 1
gamevar SPRITELOTAG 0 2
eventloadactor EFFECTORBOOTLEG
geta[].lotag SPRITELOTAG
seta[].lotag 0
enda
actor EFFECTORBOOTLEG
ifhitweapon
ifwasweapon RADIUSEXPLOSION
{
operateactivators SPRITELOTAG 0
operatemasterswitches SPRITELOTAG
killit
}
enda
lllllllllllllll, on 23 November 2022 - 12:47 PM, said:
lllllllllllllll, on 23 November 2022 - 02:08 PM, said:
Danukem, on 23 November 2022 - 08:58 PM, said:
lllllllllllllll, on 23 November 2022 - 10:53 PM, said:
case SHARK ifrnd 32 cactor DOPEFISH else ifg sprite[].xrepeat 4 sizeat 40 40 break
This post has been edited by VGames: 29 November 2022 - 06:43 AM
VGames, on 29 November 2022 - 06:42 AM, said:
Mav3r1ck, on 29 November 2022 - 08:44 AM, said:
If you already know the desired cstat, just set it back. This is probably fine in 99% of cases. Most enemies use 257 (blocking + hitscan): cstat 257 If you just want to remove a given cstat value, you can get and subtract the value. This may produce unintended results so for safety you should add some checks before doing this: geta .cstat TEMP sub TEMP 2 seta .cstat TEMP A fun trick is to bitwise AND the negative of the cstat (or cstats, plural) you want to remove, plus 1. This would safely clear both transparency cstats (2 + 512): geta .cstat TEMP and TEMP -515 seta .cstat TEMP
VGames, on 29 November 2022 - 06:42 AM, said:
VGames, on 29 November 2022 - 05:34 AM, said:
Danukem, on 29 November 2022 - 12:48 PM, said:
quakis, on 29 November 2022 - 05:50 PM, said:
onevent EVENT_DISPLAYROOMS
ife player[].movement_lock 31
ife player[].on_crane -1
{
set cameraang player[].oang
set camerahoriz 100
}
endevent
Danukem, on 29 November 2022 - 10:22 PM, said:
state cutscene_cleanup
stopallmusic
ifvarn SCREENALPHA 255
setvar SCREENALPHA 255
ifvarn CUTSCENE_STEP 0
setvar CUTSCENE_STEP 0
ends
onevent EVENT_PRELEVEL // ************************************************************************************
ife VOLUME 3
ife LEVEL 0
{
stopallsounds
stopallmusic
starttrackslot 0 1 // Play BRIEFING.MID
redefinequote 230 VOL41A.ANM
startcutscene 230
redefinequote 230 VOL42A.ANM
startcutscene 230
redefinequote 230 VOL43A.ANM
startcutscene 230
stopallsounds
}
state cutscene_cleanup
ifvare VOLUME 0
{
ifvare LEVEL 1 // HOLLYWOOD HOLOCAUST
{
stopallsounds
// ADD SOME MUSIC TRACK IF NEEDED
starttrackslot 7 4
startscreen // FIRST SCREEN
screensound RPG_EXPLODE // SOUND EFFECT AT THE START OF THE SECOND SCREEN
startscreen // SECOND SCREEN
}
ifvare LEVEL 4 // TOXIC DUMP
{
stopallsounds
// ADD SOME MUSIC TRACK IF NEEDED
// starttrackslot 7 4
startscreen // FIRST SCREEN
}
}
ifvare VOLUME 1
{
// note that LEVEL is bumped up by 1 due to start menu shenanigans
ifvare LEVEL 1 // SPACEPORT
{
stopallsounds
// ADD SOME MUSIC TRACK IF NEEDED
// starttrackslot 7 4
startscreen // FIRST SCREEN
}
ifvare LEVEL 4 // FUSION STATION
{
stopallsounds
// ADD SOME MUSIC TRACK IF NEEDED
// starttrackslot 7 4
startscreen // FIRST SCREEN
}
ifvare LEVEL 9 // OVERLORD
{
stopallsounds
// ADD SOME MUSIC TRACK IF NEEDED
// starttrackslot 7 4
startscreen // FIRST SCREEN
}
}
ifvare VOLUME 2
{
ifvare LEVEL 1 // RAW MEAT
{
stopallsounds
// ADD SOME MUSIC TRACK IF NEEDED
// starttrackslot 7 4
startscreen // FIRST SCREEN
}
ifvare LEVEL 5 // MOVIE SET
{
stopallsounds
// ADD SOME MUSIC TRACK IF NEEDED
// starttrackslot 7 4
startscreen // FIRST SCREEN
}
ifvare LEVEL 9 // STADIUM
{
stopallsounds
// ADD SOME MUSIC TRACK IF NEEDED
// starttrackslot 7 4
startscreen // FIRST SCREEN
}
}
endevent // ************************************************************************************
appendevent EVENT_ENDLEVELSCREEN // ************************************************************************************
state cutscene_cleanup
// ifvare VOLUME 0
// ifvare LEVEL 2 // RED LIGHT DISTRICT
// {
// stopallsounds
// startscreen
// }
endevent // ************************************************************************************
onevent EVENT_SCREEN // ************************************************************************************
set z 65536
ifvare RETURN 0
{
ifvarg SCREENALPHA 0 // QUICK FADEOUT
{
screenpal 0 0 0 SCREENALPHA
subvar SCREENALPHA 5
}
}
else ifvare RETURN 1
setvar SCREENALPHA 255
ifvare VOLUME 0
{
ifvare LEVEL 1
{
ifvare CUTSCENE_STEP 0 // FIRST SCREEN
{
setvar CUTSCENE_SCREEN 6792
ifvare RETURN 1 // IF THE PLAYER USES ANY KEY TO SKIP THE SCENE
setvar CUTSCENE_STEP 1 // CHANGE TO THE NEXT SCREEN
}
else ifvare CUTSCENE_STEP 1 // SECOND SCREEN
{
setvar CUTSCENE_SCREEN 6793
ifvare RETURN 1 // IF THE PLAYER USES ANY KEY TO SKIP THE SCENE
setvar CUTSCENE_STEP 2 // CHANGE TO THE NEXT SCREEN
}
}
ifvare LEVEL 4
{
setvar CUTSCENE_SCREEN 6794
}
}
ifvare VOLUME 1
{
ifvare LEVEL 1
{
setvar CUTSCENE_SCREEN 6795
}
ifvare LEVEL 4
{
setvar CUTSCENE_SCREEN 6796
}
ifvare LEVEL 9
{
setvar CUTSCENE_SCREEN 6797
}
}
ifvare VOLUME 2
{
ifvare LEVEL 1
{
setvar CUTSCENE_SCREEN 6798
}
ifvare LEVEL 5
{
setvar CUTSCENE_SCREEN 6799
}
ifvare LEVEL 9
{
setvar CUTSCENE_SCREEN 6800
}
}
rotatesprite 160 100 z 0 CUTSCENE_SCREEN 0 0 0 0 0 xdim ydim
endevent // ************************************************************************************
Danukem, on 10 December 2022 - 08:47 PM, said:
define LOCKEDDOOR 5817
useractor notenemy LOCKEDDOOR
cstat 32784 // invisible, wall-aligned
ifpdistl 1024
ifp pfacing
ifp palive
ifhitspace
ifcount 30
switch sprite[].pal
case 0
{ soundonce DOOR_LOCK_A }
break
case 1
{ soundonce DOOR_LOCK_B }
break
case 2
{ soundonce DOOR_LOCK_C }
break
endswitch
endadefine LOCKEDDOOR 5817
useractor notenemy LOCKEDDOOR
cstat 32784 // invisible, wall-aligned
ifpdistl 1024
ifp pfacing
ifp palive
ifhitspace
ifcount 30
quote 4
switch sprite[].pal
case 0
{ soundonce DOOR_LOCK_A }
break
case 1
{ soundonce DOOR_LOCK_B }
break
case 2
{ soundonce DOOR_LOCK_C }
break
endswitch
enda
define LOCKEDDOOR 5817
useractor notenemy LOCKEDDOOR
cstat 32784 // invisible, wall-aligned
ifpdistl 1024
ifp pfacing
ifp palive
ifhitspace
ifcount 30
{
quote 4
switch sprite[].pal
case 0
soundonce DOOR_LOCK_A
break
case 1
soundonce DOOR_LOCK_B
break
case 2
soundonce DOOR_LOCK_C
break
endswitch
}
enda