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Hendricks266, on 11 October 2011 - 04:30 PM, said:
rasmus thorup, on 14 October 2011 - 03:42 PM, said:
This post has been edited by Zaxtor: 29 October 2011 - 05:58 PM
This post has been edited by Zaxtor: 30 October 2011 - 10:48 AM
James, on 04 November 2011 - 02:13 AM, said:
gamevar timer 0 0 gamevar RANDOMSKYVAR -1 0 // initialize this to -1 so it won't be constantly randomized in EVENT_GAME. Also I was experimenting by changing sky textures, though I was checking the number with a digitalnumberz command... onevent EVENT_GAME ifvarl timer 7500 { addvar timer 1 } else { setvar timer 7500 } // add onto the 'timer' var till it's at 7500 (roughly the first five seconds of gameplay) ifvare timer 7500 { ifvarn RANDOMSKYVAR -1 break else { randvar RANDOMSKYVAR 3 } } // randomize the variable when the 'timer' var's at 7500 ONLY if it's -1.... endevent onevent EVENT_RESETPLAYER setvar timer 0 setvar RANDOMSKYVAR -1 endevent
This post has been edited by rasmus thorup: 04 November 2011 - 07:20 AM
gamevar randomstart 7 0 gamevar DONE 0 0 onevent EVENT_LOADACTOR ifvare DONE NO { readgamevar randomstart addvar randomstart 1 andvar randomstart 65535 setvarvar temp randomstart xorvar temp 43690 whilevarn temp 0 { ifrnd 1 { } subvar temp 1 } savegamevar randomstart setvar DONE YES } endevent
rasmus thorup, on 04 November 2011 - 07:12 AM, said:
actor FIXIECAM // Tile 555 for now, I'll move it later ifcanseetarget { getactor[THISACTOR].ang CAMA getactor[THISACTOR].x CAMX getactor[THISACTOR].y CAMY getactor[THISACTOR].z CAMZ } enda onevent EVENT_DISPLAYREST setvarvar camerax CAMX setvarvar cameray CAMY setvarvar cameraz CAMZ setvarvar cameraang CAMA // digitalnumber 2930 64 6 CAMA 0 0 16 windowx1 windowy1 windowx2 windowy2 // digitalnumber 2930 64 16 CAMX 0 0 16 windowx1 windowy1 windowx2 windowy2 // digitalnumber 2930 64 26 CAMY 0 0 16 windowx1 windowy1 windowx2 windowy2 // digitalnumber 2930 64 36 CAMZ 0 0 16 windowx1 windowy1 windowx2 windowy2 // 32768 endevent