Danukem, on 17 July 2023 - 11:29 AM, said:
Thanks a lot. That was a big help.
zazo, on 12 August 2023 - 02:40 AM, said:
VGames, on 13 August 2023 - 07:58 PM, said:
Aleks, on 14 August 2023 - 12:44 PM, said:
Danukem, on 14 August 2023 - 08:45 PM, said:
getsector[THISACTOR].floorz Z addvar Z -34500 setp[].posz Z
This post has been edited by VGames: 06 September 2023 - 04:35 PM
Danukem, on 06 September 2023 - 10:42 PM, said:
onevent EVENT_SOUND ifactor RECON ifactorsound THISACTOR RECO_ATTACK set RETURN -1 endevent
ifactor RECON ifactorsound THISACTOR RECO_ATTACK set RETURN PRED_PAIN endevent
onevent EVENT_SOUND ifactor RECON ifactorsound THISACTOR RECO_ATTACK { set RETURN -1 spawn BOSS1 } endevent
This post has been edited by VGames: 12 September 2023 - 11:32 AM
lllllllllllllll, on 12 September 2023 - 10:44 AM, said:
onevent EVENT_SOUND ifactor RECON ifactorsound THISACTOR RECO_ATTACK set RETURN -1 endevent
ifactor RECON ifactorsound THISACTOR RECO_ATTACK set RETURN PRED_PAIN endevent
onevent EVENT_SOUND ifactor RECON ifactorsound THISACTOR RECO_ATTACK { set RETURN -1 spawn BOSS1 } endevent
appendevent EVENT_DISPLAYBONUSSCREEN // ************************************************************************************ rotatesprite -29 100 35000 0 7164 0 0 4096 windowx1 windowy1 windowx2 windowy2 rotatesprite 347 100 35000 1024 7164 0 0 4100 windowx1 windowy1 windowx2 windowy2 ifvarn BABESDELAY 1000 { getinput[].bits Buttons1 getinput[].extbits Buttons2 ifvarand Buttons1 1 setvar BABESDELAY 1000 ifvarand Buttons2 1 setvar BABESDELAY 1000 ifvarl BABESDELAY 400 addvar BABESDELAY 1 ifvarge BABESDELAY 352 { screentext 2837 67 170 65536 0 0 192 0 0 4096 0 4 8 1 0 524290 0 0 xdim ydim screentext 2837 62 180 65536 0 0 193 0 0 4096 0 4 8 1 0 524290 0 0 xdim ydim } ifvare BABESDELAY 380 sound RPG_EXPLODE ifvarge BABESDELAY 385 { redefinequote 174 %d%d qsprintf 174 174 BABESSAVED screentext 2837 158 170 65536 0 0 174 0 0 4096 0 4 8 1 0 524290 0 0 xdim ydim redefinequote 174 %d%d qsprintf 174 174 BABESTOTAL screentext 2837 158 180 65536 0 0 174 0 0 4096 0 4 8 1 0 524290 0 0 xdim ydim } } else { screentext 2837 67 170 65536 0 0 192 0 0 4096 0 4 8 1 0 524290 0 0 xdim ydim screentext 2837 62 180 65536 0 0 193 0 0 4096 0 4 8 1 0 524290 0 0 xdim ydim sound RPG_EXPLODE redefinequote 174 %d%d qsprintf 174 174 BABESSAVED screentext 2837 158 170 65536 0 0 174 0 0 4096 0 4 8 1 0 524290 0 0 xdim ydim redefinequote 174 %d%d qsprintf 174 174 BABESTOTAL screentext 2837 158 180 65536 0 0 174 0 0 4096 0 4 8 1 0 524290 0 0 xdim ydim } endevent // ************************************************************************************
lllllllllllllll, on 12 September 2023 - 05:42 PM, said:
onevent EVENT_EGS ifactor myprojectile cstator 32768 endevent onevent EVENT_EGS ifactor myprojectile setactor[THISACTOR].cstat 32768 endevent onevent EVENT_EGS ifactor myprojectile setthisprojectile[THISACTOR].cstat 32768 endevent
onevent EVENT_GAME ifactor myprojectile { ife var4 1 { setthisprojectile[THISACTOR].cstat 32768 setav[THISACTOR].var4 0 } } endevent onevent EVENT_EGS ifactor myprojectile { setthisprojectile[THISACTOR].cstat 32768 setav[THISACTOR].var4 1 } endevent //actor code { eshoot myprojectile cos var1 sprite[RETURN].ang sin var2 sprite[RETURN].ang shiftr var1 3 shiftr var2 3 movesprite RETURN var1 var2 0 CLIPMASK0 var3 } //
onevent EVENT_GAME ifactor myprojectile { ifl var4 2 { add var4 1 ife var4 2 setthisprojectile[THISACTOR].cstat 32768 } }