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This post has been edited by High Treason: 07 November 2011 - 04:53 PM
// Following camera useractor notenemy FOLLCAM 1 getactor[THISACTOR].hitag camtag2 cstat 32768 // ifvarvare camtag camtag2 // This does not work unless I remove the "move" command, but I use a different actor for that. camtag is the hitag of the camera activator sprite. ifpdistl 15361 // This is the only way I can get cameras that use "move" to operate, not ideal. { // These vars are later used in event_displayrooms, they set the camerax, cameray etc... getactor[THISACTOR].ang CAMA getactor[THISACTOR].x CAMX getactor[THISACTOR].y CAMY getactor[THISACTOR].z CAMZ getactor[THISACTOR].xvel CAMH } ifmove 0 { move FOLLMOVE faceplayerslow } enda
This post has been edited by RichardStorm: 14 November 2011 - 04:24 PM
definevolumename 4 Micky's Revenge (WIP) definelevelname 4 0 wgmicky1.map 03:00 00:52 The Shire definelevelname 4 1 wgmicky2.map 02:30 01:19 Turn of the Tide
music 4 wgmicky1.ogg wgmicky2.ogg
Micky C, on 15 November 2011 - 04:25 PM, said:
define RAINSPRITE 2287
spriteflags RAINSPRITE 2048
Helixhorned, on 17 December 2011 - 11:07 AM, said:
define RAINSPRITE 2287
spriteflags RAINSPRITE 2048
Mblackwell, on 17 December 2011 - 08:25 PM, said:
action MROCKACTION 0 0 5 1 0 useractor notenemy MINIROCKET 0 MROCKACTION enda defineprojectile MINIROCKET PROJ_WORKSLIKE 4098 defineprojectile MINIROCKET PROJ_EXTRA 50 defineprojectile MINIROCKET PROJ_HITRADIUS 1024 defineprojectile MINIROCKET PROJ_CSTAT 128 defineprojectile MINIROCKET PROJ_XREPEAT 32 defineprojectile MINIROCKET PROJ_YREPEAT 32 defineprojectile MINIROCKET PROJ_VEL 600 defineprojectile MINIROCKET PROJ_VEL_MULT 2 defineprojectile MINIROCKET PROJ_CLIPDIST 0 // and other thing as spawns, trails, sounds etc // in APLAYER actor... // this alternates the offset for left-right barrel ifvare sideswitch 0 setprojectile[MINIROCKET].offset 192 else ifvare sideswitch 1 setprojectile[MINIROCKET].offset -192 // this fires the second rocket ifvare player[THISACTOR].kickback_pick 5 { shoot MINIROCKET } // (and other things as sounds etc) // in event EVENT_EGS, switch PICNUM etc... case MINIROCKET state randomtraj break // it adds/subtract random values to zvel and ang
This post has been edited by RichardStorm: 05 January 2012 - 06:35 AM
DeeperThought, on 05 January 2012 - 08:22 AM, said:
This post has been edited by XThX2: 05 January 2012 - 01:09 PM
This post has been edited by RichardStorm: 06 January 2012 - 09:38 AM
RichardStorm, on 06 January 2012 - 09:26 AM, said:
This post has been edited by Hendricks266: 07 January 2012 - 04:06 PM
eventloadactor HYPNOSCREEN getactor[THISACTOR].hitag hitagsaved setactor[THISACTOR].hitag 0 enda // ^^ Eventloadactor code for the screen. Just grabs the actor's hitag value. action HS_STANDBY 0 0 1 1 56 action HS_STATIC 1 5 1 1 10 action HS_PRESENT 6 0 1 1 56 action HS_LSD 7 0 1 1 56 // ^^ These are the different "screens" that the actor flickers to. Each screen changes out after an intermittent bout of static (the second action listed), and it all loops around to the STANDBY screen. useractor notenemy HYPNOSCREEN 0 HS_STANDBY getactorvar[THISACTOR].hitagsaved temp1 ifvarn temp1 0 { // if the actor's hitag is a nonzero value... ifaction HS_STANDBY { // if it's on the STANDBY screen. stopsound WHITENOISE //stop the WHITENOISE sound soundonce AMBIENCE7 // and start this AMBIENCE sound ifactioncount 10 { action HS_STATIC addvar temp2 1 break } // when its actioncount hits 10, start the STATIC action, and add 1 to variable "temp2" } else ifaction HS_PRESENT { stopsound WHITENOISE ifactioncount 10 { action HS_STATIC addvar temp2 1 break } } else ifaction HS_LSD { stopsound WHITENOISE ifactioncount 10 { action HS_STATIC addvar temp2 1 break } } // ^^ The other actions pretty much do the same thing, apart from playing the AMBIENCE7 sound else ifaction HS_STATIC { // if the STATIC action is playing... stopsound AMBIENCE7 soundonce WHITENOISE // stop the AMBIENCE7 sound, and start the WHITENOISE sound. ifactioncount 40 { // when the actioncount hits 40... ifvare temp2 1 { action HS_PRESENT break } // if the temp2 variable is only at 1, start the HS_PRESENT action. else ifvare temp2 2 { action HS_LSD break } // if it's at 2, start the LSD action. else ifvare temp2 3 { action HS_STANDBY setvar temp2 0 break } // if it's at 3, take it back to the STANDBY action, and reset the temp2 variable to zero, so it can all start over again. } } } enda
DeeperThought, on 10 February 2012 - 11:47 AM, said:
This post has been edited by EmericaSkater: 11 February 2012 - 05:38 AM
This post has been edited by Wolf: 19 February 2012 - 09:26 PM
setvar x <SOME_X_POSITION> addvarvar x weapon_xoffset subvarvar x looking_angSR1 setvar y <SOME_Y_POSITION> addvarvar y looking_arc subvarvar y gun_pos
setplayer[THISACTOR].ang 1536 getplayer[THISACTOR].angvel ANGVEL getplayer[THISACTOR].look_ang LOOK_ANG addvarvar LOOK_ANG ANGVEL setplayer[THISACTOR].angvel 0