VGames, on 15 October 2024 - 05:33 PM, said:
I thought it only worked when used from display events. Are you successfully using it in the player actor code?
VGames, on 15 October 2024 - 05:33 PM, said:
Danukem, on 15 October 2024 - 07:44 PM, said:
Reaper_Man, on 16 October 2024 - 04:29 AM, said:
Danukem, on 31 October 2024 - 11:09 AM, said:
Reaper_Man, on 01 November 2024 - 02:12 PM, said:
This post has been edited by VGames: 01 November 2024 - 03:05 PM
This post has been edited by VGames: 03 November 2024 - 09:16 AM
Reaper_Man, on 03 November 2024 - 09:48 AM, said:
Reaper_Man, on 03 November 2024 - 07:10 PM, said:
This post has been edited by VGames: 04 November 2024 - 06:28 AM
Danukem, on 27 November 2024 - 11:32 PM, said:
define BADSWITCH 3935
action ABADSWITCH1 0 0 0 0 2
action ABADSWITCH2 1 0 0 0 2
actor BADSWITCH sleeptime -1
ifaction 0 action ABADSWITCH1
ifaction ABADSWITCH1
{
ifcansee ifhitspace ifpdistg 1500 setvar PRESS_VAR 2
ifpdistl 1500 ifvare PRESS_VAR 0 ifcansee ifp pfacing ifhitspace
{
sound NEWBUTTON operateactivators 9892 myconnectindex setvar PRESS_VAR 2 action ABADSWITCH2
}
}
endaaction ALAMEBUTTON1 0 0 0 0 2
action ALAMEBUTTON2 1 0 0 0 2
actor LAMEBUTTON sleeptime -1
ifaction 0 action ALAMEBUTTON1
ifaction ALAMEBUTTON1
{
ifcansee ifhitspace ifpdistg 1500 setvar PRESS_VAR 2
ifpdistl 1500 ifvare PRESS_VAR 0 ifcansee ifp pfacing ifhitspace
{
sound SWITCH_ON operateactivators 9892 myconnectindex setvar PRESS_VAR 2 action ABADSWITCH2
}
}
enda//LAMEBUTTON
define LAMEBUTTON_STATE_OFF 0
define LAMEBUTTON_STATE_ON 1
define LAMEBUTTON_STATE_LOCKED 2
gamevar LAMEBUTTON_STATE 0
// Estado principal do LAMEBUTTON Toggle
state LAMEBUTTON_TOGGLE
ifvare LAMEBUTTON_STATE LAMEBUTTON_STATE_OFF
setvar LAMEBUTTON_STATE LAMEBUTTON_STATE_ON
cstat 1
return
setvar LAMEBUTTON_STATE LAMEBUTTON_STATE_OFF
cstat 257
ends
// Evento de uso do LAMEBUTTON
onevent EVENT_USE
ifspritepal LAMEBUTTON_STATE_LOCKED
quote 1
return
state LAMEBUTTON_TOGGLE
endeventactor ACCESSCARD
ifspawnedby APLAYER { spritepal 21
getplayer[THISACTOR].posx TEMP
setactor[THISACTOR].x TEMP
getplayer[THISACTOR].posy TEMP
setactor[THISACTOR].y TEMP
getplayer[THISACTOR].cursectnum TEMP
setactor[THISACTOR].sectnum TEMP
getplayer[THISACTOR].posz TEMP
setactor[THISACTOR].z TEMP
}
ifspawnedby SPAWNER_SPRITE cstat 0
fall
ifspawnedby ITEMBAG spritepal 23
ifspawnedby SPAWNER_SPRITE spritepal 21
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp pshrunk nullop
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
ifpinventory GET_ACCESS 0
break
addinventory GET_ACCESS 1
quote 43
ifspritepal 23 ifvare FORGET 1 setvar SHOWYOURSELF 1
state getcode
}
enda
actor NEWACCESSCARD
fall
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
setvar GHOSTCARD 1
quote 177
state getcode
}
enda
actor NEWACCESSCARD2
fall
ifaction 0 { cstat 32768
ifvarg NEWGOD 0 action ZERO }
ifaction ZERO {
cstat 0
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
stopsound WAR_AMBIENCE1
stopsound WAR_AMBIENCE2
stopsound WAR_AMBIENCE3
stopsound WAR_AMBIENCE4
setvar MOLDYCARD 1
setvar NEWGOD 2
quote 250
setvar NEWGOD 4
state getcode
}
}
enda
actor NEWACCESSCARD3
// fall
ifaction 0
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
setvar BLOODCARD 1
operateactivators 1027 myconnectindex
quote 295
palfrom 18 63
cstat 32768
globalsound DUKE_GET
action ZERO
}
ifaction ZERO ifactioncount 35 { setvar OPERATE 182 killit }
enda
action ANEWACCESSSWITCH1 0 0 0 0 2
action ANEWACCESSSWITCH2 1 0 0 0 2
actor NEWACCESSSWITCH sleeptime -1
ifaction 0 action ANEWACCESSSWITCH1
ifaction ANEWACCESSSWITCH1 {
ifcansee ifhitspace ifpdistg 1500 setvar PRESS_VAR 2
ifpdistl 1500 ifvare PRESS_VAR 0 ifcansee ifp pfacing ifhitspace {
ifvare GHOSTCARD 0 { quote 178 setvar PRESS_VAR 2 } else
ifvare GHOSTCARD 1 { operateactivators 118 myconnectindex setvar PRESS_VAR 2 setvar GHOSTCARD 0 sound MONITOR_ACTIVE2 lockplayer 20 tip action ANEWACCESSSWITCH2 }
}
}
ifaction ANEWACCESSSWITCH2 {
ifrnd 128 setactor[THISACTOR].shade 15 else setactor[THISACTOR].shade 12
}
enda
action ANEWACCESSSWITCH20 0 0 0 0 2
action ANEWACCESSSWITCH21 0 0 0 0 2
action ANEWACCESSSWITCH22 0 0 0 0 2
actor NEWACCESSSWITCH2 sleeptime -1
ifaction 0 { cstat 32768 ifvare OPERATE 832 action ANEWACCESSSWITCH20 }
ifaction ANEWACCESSSWITCH20 {
cstat 80
ifcansee ifpdistl 1700 { setvar OPERATE 833 action ANEWACCESSSWITCH21 }
}
ifaction ANEWACCESSSWITCH21 {
cstat 80
ifcansee ifhitspace ifpdistg 1500 setvar PRESS_VAR 2
ifpdistl 1500 ifvare PRESS_VAR 0 ifcansee ifp pfacing ifhitspace {
ifvare MOLDYCARD 0 { quote 249 setvar PRESS_VAR 2 } else
ifvare MOLDYCARD 1 { tip operateactivators 2265 myconnectindex setvar PRESS_VAR 2 setvar MOLDYCARD 2 sound MONITOR_ACTIVE2 lockplayer 20 action ANEWACCESSSWITCH22 }
}
}
ifaction ANEWACCESSSWITCH22 {
ifrnd 128 setactor[THISACTOR].shade 15 else setactor[THISACTOR].shade 12
ifactioncount 4 cstat 82
ifactioncount 8 cstat 594
ifactioncount 12 killit
}
enda
actor NEWACCESSSWITCH3 sleeptime -1
ifaction 0 ifpdistl 4000 action ANEWACCESSSWITCH1
ifaction ANEWACCESSSWITCH1 {
ifpdistg 4000 action 0
ifcansee ifhitspace ifpdistg 1500 setvar PRESS_VAR 2
ifpdistl 1500 ifvare PRESS_VAR 0 ifcansee ifp pfacing ifhitspace {
ifvare BLOODCARD 0 { quote 296 setvar PRESS_VAR 2 } else
ifvare BLOODCARD 1 { operateactivators 838 myconnectindex setvar PRESS_VAR 2 setvar BLOODCARD 0
tip globalsound BLOODSWITCH lockplayer 20 palfrom 24 63 action ANEWACCESSSWITCH2 }
}
}
endaactor ACCESSCARD2
fall
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
setvar ACCESSCARD2 1
quote 1010
state getcode
}
enda
action AACCESSSWITCH3 0 0 0 0 2
actor ACCESSSWITCH3 sleeptime -1
ifaction 0 { cstat 32768 ifvare OPERATE 832 action ACCESSSWITCH3
}
}Quote
/////////////////NEW SWITCHES
gamevar LOTAGSAVED 0 2
gamevar HITAGSAVED 0 2
action ONE 1
state CUSTOMSWITCH
ifpdistl 1548
ifp palive
ifp pfacing
ifcansee
ifhitspace
ifcount 13
{
sound SWITCH_ON
ifvare HITAGSAVED 0 { ifactor LAMEBUTTON sound SWITCH_ON} else { soundvar HITAGSAVED }
ifaction 0 { action ONE } else ifaction ONE { action 0 }
operateactivators LOTAGSAVED THISACTOR
operaterespawns LOTAGSAVED
operatemasterswitches LOTAGSAVED
resetcount
}
else ifactor LAMEBUTTON
ifhitweapon
ifcount 13
{
strength 1
cstator 256
ifvare HITAGSAVED 0 { ifactor LAMEBUTTON sound SWITCH_ON } else { soundvar HITAGSAVED }
ifaction 0 { action ONE } else ifaction ONE { action 0 }
operateactivators LOTAGSAVED THISACTOR
operaterespawns LOTAGSAVED
operatemasterswitches LOTAGSAVED
resetcount
}
ends
useractor notenemy LAMEBUTTON
cstator 256
state CUSTOMSWITCH
enda
eventloadactor 10445
{
getactor[THISACTOR].hitag HITAGSAVED
getactor[THISACTOR].lotag LOTAGSAVED
setactor[THISACTOR].hitag 0
setactor[THISACTOR].lotag 0
}
enda/////////////////NEW KEYCARD
gamevar ACCESSKEY2 0 1
gamevar TEMP 0 2
gamevar TEMP2 0 2
gamevar TEMP3 0 2
gamevar TEMP4 0 2
gamevar TEMP5 0 2
gamevar TEMP6 0 2
gamevar TEMP7 0 2
gamevar LOTAGSAVED 0 2
gamevar HITAGSAVED 0 2
gamevar CUSTOMKEYCARDPOS 0
gamevar CKEYCARDPAL 0 0
gamevar CKEYCARDTILE 0 0
gamevar ACCESSKEY2 0 1
gamevar ZERO 0 2
gamevar ANIMATIONACTIVE 0
gamevar ANIMTIMER 0
define DOUBLESIZE 131072
define NORMALSIZE 65536
define HALFSIZE 32768
define QUARTERSIZE 16384
define ANIMDELAY 16
define EVENT_GETACCESSCARD 100
define EVENT_USESWITCH 13
define EVENT_DISPLAYCROSSHAIR 9
define EVENT_DISPLAYROOMS 6
define EVENT_ACTIVATESWITCH 8
action ONE 1
action LOCKED 0
action UNLOCKING 0
action UNLOCKED 1
state DISPLAYGREYKEY
rotatesprite 261 31 QUARTERSIZE 0 15175 0 4 545 ZERO ZERO xdim ydim
rotatesprite 260 30 QUARTERSIZE 0 15175 0 12 512 ZERO ZERO xdim ydim
ends
state DISPLAYGREENKEY
rotatesprite 251 21 QUARTERSIZE 0 15175 0 4 545 ZERO ZERO xdim ydim
rotatesprite 250 20 QUARTERSIZE 0 15175 0 11 512 ZERO ZERO xdim ydim
ends
state DISPLAYBROWNKEY
rotatesprite 241 11 QUARTERSIZE 0 15175 0 4 545 ZERO ZERO xdim ydim
rotatesprite 240 10 QUARTERSIZE 0 15175 0 15 512 ZERO ZERO xdim ydim
ends
eventloadactor ACCESSCARD2
setactor[THISACTOR].xrepeat 28
setactor[THISACTOR].yrepeat 28
enda
useractor notenemy ACCESSCARD2
ifp pshrunk nullop
else
ifp palive
ifpdistl RETRIEVEDISTANCE
ifcount 6
ifcanseetarget
{
ifspritepal 12
{
ifvarand ACCESSKEY2 1 { break }
else
{
addvar ACCESSKEY2 1
quote 1013 // "GREY ACCESS CARD ACQUIRED"
}
}
else
ifspritepal 11
{
ifvarand ACCESSKEY2 2 { break }
else
{
addvar ACCESSKEY2 2
quote 1014 // "GREEN ACCESS CARD ACQUIRED"
}
}
else
ifspritepal 15
{
ifvarand ACCESSKEY2 4 { break }
else
{
addvar ACCESSKEY2 4
quote 1015 // "BROWN ACCESS CARD ACQUIRED"
}
}
globalsound DUKE_GET
quote 43
palfrom 16 0 32
killit
}
enda
onevent EVENT_DISPLAYCROSSHAIR
ifvarand ACCESSKEY2 1 { state DISPLAYGREYKEY }
ifvarand ACCESSKEY2 2 { state DISPLAYGREENKEY }
ifvarand ACCESSKEY2 4 { state DISPLAYBROWNKEY }
endevent
/////////////////NEW ACCESSSWITCH
eventloadactor ACCESSSWITCH3
{
espawn 2568
getactor[THISACTOR].pal TEMP
setactor[RETURN].pal TEMP
getactor[THISACTOR].hitag HITAGSAVED
getactor[THISACTOR].lotag LOTAGSAVED
setactor[THISACTOR].hitag 0
setactor[THISACTOR].lotag 0
}
enda
state checkcounterpart2
setvar TEMP 0
whilevarn TEMP 16384
{
getactor[TEMP].statnum TEMP4
ifvarn TEMP4 1024
{
getactor[TEMP].picnum TEMP2
ifvare TEMP2 ACCESSSWITCH3
{
getactorvar[TEMP].LOTAGSAVED TEMP3
ifvarvare LOTAGSAVED TEMP3 { setactor[TEMP].picnum 15177 }
}
}
addvar TEMP 1
}
ends
state CUSTOMACCESSSWITCH
ifaction 0 { action LOCKED }
ifpdistl 1024 ifhitspace ifaction LOCKED
{
getactor[THISACTOR].pal TEMP
ifvare TEMP 11
{
ifvarand ACCESSKEY2 2
{
quote 1016 // "GREEN ACCESS CARD GRANTED"
state checkcounterpart2
sound SWITCH_ON
setvar CUSTOMKEYCARDPOS 1
operateactivators LOTAGSAVED THISACTOR
operaterespawns LOTAGSAVED
operatemasterswitches LOTAGSAVED
action UNLOCKED
subvar ACCESSKEY2 2
}
else { quote 1013 } // "GREEN ACCESS CARD REQUIRED"
}
else ifvare TEMP 12
{
ifvarand ACCESSKEY2 1
{
quote 1017 // "GREY ACCESS CARD GRANTED"
state checkcounterpart2
sound SWITCH_ON
setvar CUSTOMKEYCARDPOS 1
operateactivators LOTAGSAVED THISACTOR
operaterespawns LOTAGSAVED
operatemasterswitches LOTAGSAVED
action UNLOCKED
subvar ACCESSKEY2 1
}
else { quote 1014 } // "GREY ACCESS CARD REQUIRED"
}
else ifvare TEMP 15
{
ifvarand ACCESSKEY2 4
{
quote 1018 // "BROWN ACCESS CARD GRANTED"
state checkcounterpart2
sound SWITCH_ON
setvar CUSTOMKEYCARDPOS 1
operateactivators LOTAGSAVED THISACTOR
operaterespawns LOTAGSAVED
operatemasterswitches LOTAGSAVED
action UNLOCKED
subvar ACCESSKEY2 4
}
else { quote 1015 } // "BROWN ACCESS CARD REQUIRED"
}
}
ends
useractor notenemy ACCESSSWITCH3
state CUSTOMACCESSSWITCH
enda/////////////////NEW CARD ANIMATIONS
onevent EVENT_DISPLAYCROSSHAIR
ifvarn CUSTOMKEYCARDPOS 0
{
addvar ANIMTIMER 256
ifvarn ANIMTIMER 512
{
setvar ANIMTIMER 0
switch CUSTOMKEYCARDPOS
case 0: break
case 1:
rotatesprite 160 134 NORMALSIZE 1024 HANDHOLDINGACCESS 0 0 260 0 0 xdim ydim
addvar CUSTOMKEYCARDPOS 1
break
case 2:
rotatesprite 160 134 NORMALSIZE 1024 HANDHOLDINGACCESS 0 0 260 0 0 xdim ydim
addvar CUSTOMKEYCARDPOS 1
break
case 3:
rotatesprite 160 134 NORMALSIZE 1024 HANDHOLDINGACCESS 0 0 260 0 0 xdim ydim
addvar CUSTOMKEYCARDPOS 1
break
case 4:
rotatesprite 160 134 NORMALSIZE 1024 HANDHOLDINGACCESS 0 0 260 0 0 xdim ydim
addvar CUSTOMKEYCARDPOS 1
break
case 5:
rotatesprite 160 134 NORMALSIZE 1024 HANDHOLDINGACCESS 0 0 260 0 0 xdim ydim
addvar CUSTOMKEYCARDPOS 1
break
case 6:
rotatesprite 160 134 NORMALSIZE 1024 HANDHOLDINGACCESS 0 0 260 0 0 xdim ydim
addvar CUSTOMKEYCARDPOS 1
break
case 7:
rotatesprite 160 134 NORMALSIZE 1024 HANDHOLDINGACCESS 0 0 260 0 0 xdim ydim
addvar CUSTOMKEYCARDPOS 1
break
case 8:
rotatesprite 160 134 NORMALSIZE 1024 HANDHOLDINGACCESS 0 0 260 0 0 xdim ydim
addvar CUSTOMKEYCARDPOS 1
break
case 9:
rotatesprite 160 134 NORMALSIZE 1024 HANDHOLDINGACCESS 0 0 260 0 0 xdim ydim
addvar CUSTOMKEYCARDPOS 1
break
case 10:
rotatesprite 160 134 NORMALSIZE 1024 HANDHOLDINGACCESS 0 0 260 0 0 xdim ydim
addvar CUSTOMKEYCARDPOS 1
break
case 11:
rotatesprite 160 134 NORMALSIZE 1024 HANDHOLDINGACCESS 0 0 260 0 0 xdim ydim
addvar CUSTOMKEYCARDPOS 1
break
case 12:
rotatesprite 160 134 NORMALSIZE 1024 HANDHOLDINGACCESS 0 0 260 0 0 xdim ydim
addvar CUSTOMKEYCARDPOS 1
break
case 13:
rotatesprite 160 134 NORMALSIZE 0 2563 0 0 0 0 0 xdim ydim
addvar CUSTOMKEYCARDPOS 1
break
case 14:
rotatesprite 160 134 NORMALSIZE 0 2563 0 0 0 0 0 xdim ydim
addvar CUSTOMKEYCARDPOS 1
break
case 15:
rotatesprite 160 134 NORMALSIZE 0 2563 0 0 0 0 0 xdim ydim
addvar CUSTOMKEYCARDPOS 1
break
case 16:
rotatesprite 160 134 NORMALSIZE 0 2563 0 0 0 0 0 xdim ydim
addvar CUSTOMKEYCARDPOS 1
break
case 17:
rotatesprite 120 134 NORMALSIZE 0 2564 0 0 0 0 0 xdim ydim
addvar CUSTOMKEYCARDPOS 1
break
case 18:
rotatesprite 120 134 NORMALSIZE 0 2564 0 0 0 0 0 xdim ydim
addvar CUSTOMKEYCARDPOS 1
break
case 19:
rotatesprite 120 134 NORMALSIZE 0 2564 0 0 0 0 0 xdim ydim
addvar CUSTOMKEYCARDPOS 1
break
case 20:
rotatesprite 120 134 NORMALSIZE 0 2564 0 0 0 0 0 xdim ydim
addvar CUSTOMKEYCARDPOS 1
break
case 21:
rotatesprite 80 134 NORMALSIZE 0 2565 0 0 0 0 0 xdim ydim
addvar CUSTOMKEYCARDPOS 1
break
case 22:
rotatesprite 80 134 NORMALSIZE 0 2565 0 0 0 0 0 xdim ydim
addvar CUSTOMKEYCARDPOS 1
break
case 23:
rotatesprite 80 134 NORMALSIZE 0 2565 0 0 0 0 0 xdim ydim
addvar CUSTOMKEYCARDPOS 1
break
case 24:
rotatesprite 80 134 NORMALSIZE 0 2565 0 0 0 0 0 xdim ydim
setvar CUSTOMKEYCARDPOS 0
setvar ANIMATIONACTIVE 0
break
endswitch
}
}
endevent
onevent EVENT_ACTIVATESWITCH
ifvare ANIMATIONACTIVE 0
{
setvar CUSTOMKEYCARDPOS 1
setvar ANIMATIONACTIVE 1
}
endeventThis post has been edited by eniojr: 02 December 2024 - 07:54 AM
onevent EVENT_DISPLAYCROSSHAIR
ifvarn CUSTOMKEYCARDPOS 0
{
addvar ANIMTIMER 256
ifvarn ANIMTIMER 512
{
setvar ANIMTIMER 0
switch CUSTOMKEYCARDPOS
case 0: break
case 1:
rotatesprite 160 134 NORMALSIZE 1024 HANDHOLDINGACCESS 0 0 260 0 0 xdim ydim
addvar CUSTOMKEYCARDPOS 1
break
case 2:
rotatesprite 160 134 NORMALSIZE 0 2563 0 0 0 0 0 xdim ydim
addvar CUSTOMKEYCARDPOS 1
break
case 3:
rotatesprite 120 134 NORMALSIZE 0 2564 0 0 0 0 0 xdim ydim
addvar CUSTOMKEYCARDPOS 1
break
case 4:
rotatesprite 80 134 NORMALSIZE 0 2565 0 0 0 0 0 xdim ydim
setvar CUSTOMKEYCARDPOS 0
setvar ANIMATIONACTIVE 0
break
endswitch
}
}
endevent
onevent EVENT_ACTIVATESWITCH
ifvare ANIMATIONACTIVE 0
{
setvar CUSTOMKEYCARDPOS 1
setvar ANIMATIONACTIVE 1
}
endevent
eniojr, on 02 December 2024 - 07:54 AM, said: