Chip, on Sep 29 2009, 07:30 AM, said:
That's the method I use. But you have to change the statnum to 3.
EDIT: And no, you do not have to use EVENT_EGS.
Chip, on Sep 29 2009, 07:30 AM, said:
This post has been edited by DeeperThought: 29 September 2009 - 07:01 AM
Quote
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 } ends
DeeperThought, 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 } } } endevent
This 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 } endevent
This 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