Would using TROR water be another possible solution?
lllllllllllllll, on 15 April 2023 - 06:34 PM, said:
ifaction ABCOPSHOOT
{
ifg beltcount 0
{
ifactioncount 2
{
ifcansee
{
ifcanshoottarget
{
sound CAPT_ATTACK
shoot SHOTSPARK1
sub beltcount 1
}
}
else
ifcount 16
{
soundonce BCOPSH3 // wind-down sound
action ABCOPWINDDN
}
}
ifactioncount 4
{
ifcansee
{
ifcanshoottarget
{
sound CAPT_ATTACK
shoot SHOTSPARK1
sub beltcount 1
}
}
else
ifcount 16
{
soundonce BCOPSH3 // wind-down sound
action ABCOPWINDDN
}
}
}
Danukem, on 17 April 2023 - 08:33 PM, said:
MC84, on 17 April 2023 - 02:34 PM, said:
defstate doshooting
{
ifcansee
{
ifcanshoottarget
{
sound CAPT_ATTACK
shoot SHOTSPARK1
sub beltcount 1
}
}
else
ifcount 16
{
soundonce BCOPSH3 // wind-down sound
action ABCOPWINDDN
}
}
ends
ifaction ABCOPSHOOT
{
ifg beltcount 0
{
ifactioncount 2
state doshooting
ifactioncount 4
state doshooting
}
Reaper_Man, on 18 April 2023 - 03:31 AM, said:
Danukem, on 19 April 2023 - 12:01 PM, said:
Reaper_Man, on 19 April 2023 - 04:34 PM, said:
Reaper_Man, on 20 April 2023 - 02:03 PM, said:
ai AIVALDODGE AVALSTRAFE VALRUNVEL dodgebullet
Danukem, on 30 April 2023 - 02:49 AM, said:
MC84, on 30 April 2023 - 03:03 AM, said:
onevent EVENT_SPAWN
ifactor DRONEMOTHER
ifg sprite[].xrepeat 4
state mtrsort
endevent
state mtrsort
cstator 257
getactor[THISACTOR].pal queenp //palette stored at spawn
ifspritepal 10
{
sizeat 38 44
set queend 1
}
else
sizeat 28 28
ends
//when the enemy fires the projectile
eshoot RCORE3
setactor[RETURN].pal queenp //stored palette used
//the spritepal is kept as a var instead of being used directly because the palette is set to 6 before and after the behavior each tic
//swapping out 'getactor[THISACTOR].pal queenp' with 'set queenp #' did not fix
Danukem, on 06 May 2023 - 01:28 PM, said:
lllllllllllllll, on 06 May 2023 - 02:17 PM, said: