getactor[THISACTOR].cstat cst
ifvarand cst 1
{
xorvar cst 1
setactor[THISACTOR].cstat cst
}
getactor[THISACTOR].cstat cst
ifvarand cst 1
{
xorvar cst 1
setactor[THISACTOR].cstat cst
}
This post has been edited by XThX2: 06 July 2009 - 08:45 AM
XThX2, on Jul 6 2009, 09:45 AM, said:
getactor[THISACTOR].cstat cst
ifvarand cst 1
{
xorvar cst 1
setactor[THISACTOR].cstat cst
}This post has been edited by XThX2: 06 July 2009 - 08:51 AM
Spiker, on Jul 7 2009, 08:00 AM, said:
This post has been edited by Mblackwell: 07 July 2009 - 07:38 AM
This post has been edited by Spiker: 07 July 2009 - 08:29 AM
ifvare playervar[THISACTOR].a 1
ifvare actorvar[THISACTOR].a 1
Quote
Quote
This post has been edited by XThX2: 07 July 2009 - 12:17 PM
Quote
This post has been edited by Chip: 07 July 2009 - 12:06 PM
getactor[THISACTOR].owner owner getactor[owner].xvel xvel getactor[owner].yvel yvel getactor[owner].zvel zvel movesprite THISACTOR xvel yvel zvel CLIPMASK0 RETURNVAR
This post has been edited by XThX2: 11 July 2009 - 07:20 AM
getactor[THISACTOR].owner owner getactor[owner].x xvar getactor[owner].y yvar getactor[owner].z zvar subvar zvar 6000 setactor[THISACTOR].x xvar setactor[THISACTOR].y yvar setactor[THISACTOR].z zvar
This post has been edited by Chip: 11 July 2009 - 09:43 AM
state rollaround
getactor[THISACTOR].ang angle
ifcount 2
{
spawn FRAMEEFFECT1
addvar angle 64
setactor[THISACTOR].ang angle
resetcount
}
endsThis post has been edited by XThX2: 11 July 2009 - 10:19 AM
Spiker, on Jul 14 2009, 09:12 AM, said:
Spiker, on Jul 14 2009, 09:42 AM, said:
This post has been edited by Captain Awesome: 14 July 2009 - 10:40 AM
This post has been edited by Spiker: 14 July 2009 - 11:15 AM
Spiker, on Jul 14 2009, 11:42 AM, said:
This post has been edited by Mblackwell: 14 July 2009 - 01:44 PM
ifvarand WEAPON8_FLAGS 3328
{
subvar WEAPON8_FLAGS 3328
setvar WEAPON8_FLAGS 4
}