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
}
}