action CBPRESS 1 1 1 1 1
I don't know how I managed to miss that.
action CBPRESS 1 1 1 1 1
This post has been edited by DeeperThought: 10 March 2011 - 04:39 PM
onevent EVENT_DISPLAYWEAPON ifvare currentweapon 1 setvar RETURN -1 endevent
This post has been edited by wayskobfssae: 31 March 2011 - 12:19 AM
DeeperThought, on 31 March 2011 - 08:27 AM, said:
wayskobfssae, on 31 March 2011 - 08:37 PM, said:
// Kuribo
define KURIBO1 8231
define KURIBO2 8232
action KURIBOANIM 8231 2 1 1 8
move KURIBOMOVE 0 32
useractor enemy KURIBO1 1 KURIBOANIM KURIBOMOVE
cstat 257
ifhitweapon {
// spawn something better when I have implemented it...
spawn BLOOD
killit
}
enda
useractor enemy KURIBO1 1
ifmove 0
{
move KURIBOMOVE geth
sizeat 40 40
action KURIBOANIM
cstat 257
}
ifhitweapon {
// spawn something better when I have implemented it...
spawn BLOOD
killit
}
enda
High Treason, on 11 April 2011 - 04:44 PM, said:
Quote
This post has been edited by Wolf: 11 April 2011 - 04:51 PM
High Treason, on 11 April 2011 - 04:44 PM, said:
SleeperService, on 16 April 2011 - 07:40 PM, said:
This post has been edited by SleeperService: 16 April 2011 - 08:37 PM
Superthijs, on 05 May 2011 - 08:37 AM, said:
This post has been edited by EmericaSkater: 06 May 2011 - 10:03 AM
EmericaSkater, on 06 May 2011 - 10:03 AM, said:
Quote
ifp ponground
{
ifp pwalking addvar camshake 128
ifp prunning addvar camshake 256
ifp pducking setvar camshake 0
ifp pjetpack setvar camshake 0
ifp pstanding setvar camshake 0
}
else setvar camshake 0
onevent EVENT_DISPLAYROOMS
ifvare player[screenpeek].over_shoulder_on NO
ifvarg camshake 0
{
getplayer[screenpeek].posz cameraz
sin temp camshake
shiftvarr temp 4
subvarvar cameraz temp
}
endevent