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No I did not! I'll try that.
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Chip, on Sep 29 2009, 07:30 AM, said:
This post has been edited by DeeperThought: 29 September 2009 - 07:01 AM
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This post has been edited by Ilovefoxes: 03 October 2009 - 12:52 PM
This post has been edited by Ilovefoxes: 03 October 2009 - 03:35 PM
DeeperThought, on Oct 8 2009, 12:03 AM, said:
Ilovefoxes, on Oct 7 2009, 09:16 PM, said:
gamevar player 0 0
gamevar counter 0 0
state countplayers
headspritestat player 10
whilevarn player -1
{
addvar counter 1
nextspritestat player player
}
endsDeeperThought, on Oct 8 2009, 01:15 AM, said:
gamevar armorhud 0 2
gamevar armorhud2 0 2
gamevar xvar2 0 2
define ARMSCALE 1
onevent EVENT_DISPLAYREST {
setvar xvar2 0 // set starting x coordinate
getplayer[THISACTOR].shield_amount armorhud // get the player's health.
ifvarg armorhud 0 { // only proceed if the player has any health.
setvarvar armorhud2 armorhud // save a copy for later.
divvar armorhud ARMSCALE // make each column worth 10 hp.
modvar armorhud2 ARMSCALE // gets the remainder of the division so that...
ifvarg armorhud2 0 {
addvar armorhud 1 // ...we can round up. each column will only disappear when all 10 hp are gone.
}
whilevarn armorhud 0 { // repeat for each column
rotatesprite xvar2 0 65536 0 199 0 1 16 0 0 xdim ydim // draws one column at (xvar,182)
addvar xvar2 1 // move to the right
subvar armorhud 1 // next column
}
}
} endeventThis post has been edited by Commando Nukem: 08 October 2009 - 05:08 AM
DeeperThought, on Oct 8 2009, 05:15 AM, said:
M210, on Oct 8 2009, 01:55 PM, said:
gamevar ammo 0 2
gamevar x 0 2
gamevar y 0 2
gamevar shade 0 2
gamevar pal 0 2
gamevar tilenum 0 2
gamevar orientation 0 2
onevent EVENT_DISPLAYREST {
ifvarg ammo 0 {
setvarvar tilenum ammo
}
setvar x 10
setvar y 20
setvar shade 0
setvar pal 0
setvar tilenum 2472
setvar orientation 0
getactor[THISACTOR].extra tilenum
digitalnumberz tilenum x y ammo shade pal orientation 0 0 x y 65536
} endeventThis post has been edited by Commando Nukem: 09 October 2009 - 11:14 AM
DeeperThought, on Oct 9 2009, 12:21 PM, said:
DeeperThought, on Oct 9 2009, 12:21 PM, said:
Commando Nukem, on Oct 9 2009, 03:07 PM, said:
ifvarg ammo 0 {
setvarvar tilenum ammo
}Commando Nukem, on Oct 9 2009, 03:07 PM, said:
getactor[THISACTOR].extra tilenum
getplayer[THISACTOR].ammo_amount[currentweapon] ammo
This post has been edited by Dr. Kylstein: 09 October 2009 - 12:26 PM
This post has been edited by James: 10 October 2009 - 03:38 AM
James, on Oct 10 2009, 04:37 AM, said:
gamevar initplayer NO 1 gamearray weapmods 8 // each element is a bitfield storing all weapon mods for a player gamevar myweapmods 0 1 // this is what is saved to the ini file gamevar temp 0 0 state initp setvar initplayer YES readgamevar myweapmods getactor[THISACTOR].yvel temp setarray weapmods[temp] myweapmods ends actor APLAYER MAXPLAYERHEALTH PSTAND 0 0 ifvare initp NO state initp
This post has been edited by DeeperThought: 10 October 2009 - 09:03 AM