action CBPRESS 1 1 1 1 1
If not, then it's your fault and you need to change the art or whatever. With that in mind, here is some code that should work:
define NCBPBUTTON1 3590
useractor notenemy NCBPBUTTON1 0
ifaction CBPRESS break
ifp pfacing // this is not perfect but it's good enough for now
ifpdistl 800
ifhitspace
ifcanseetarget
{
action CBPRESS
sound SWITCH_ON
quote 150
ifvare LEVEL 1
setvar NCBP1 1
else
ifvare LEVEL 2
setvar NCBP2 1
else
ifvare LEVEL 3
setvar NCBP3 1
else
ifvare LEVEL 4
setvar NCBP4 1
else
ifvare LEVEL 5
setvar NCBP5 1
else
ifvare LEVEL 6
setvar NCBP6 1
else
ifvare LEVEL 7
setvar NCBP7 1
else
ifvare currlev 8
setvar NCBP8 1
}
endaNote that this code still looks kind of odd. Why do you have a different variable for each level? I'm sure you can get by with only one variable. Also, note that LEVEL equals 0 in the first level of an episode, and you have the switch doing nothing in the case. I'm not sure if that's what you intended.

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